dsound: Correctly calculate angle between vectors with equal and opposite directions.
[wine.git] / dlls / wined3d / arb_program_shader.c
blobc05dca0046a2ea7b770e1e8e86eead4b2204ee5f
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
44 return type == WINED3D_SHADER_TYPE_PIXEL;
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
49 return type == WINED3D_SHADER_TYPE_VERTEX;
52 static const char *get_line(const char **ptr)
54 const char *p, *q;
56 p = *ptr;
57 if (!(q = strstr(p, "\n")))
59 if (!*p) return NULL;
60 *ptr += strlen(p);
61 return p;
63 *ptr = q + 1;
65 return p;
68 enum arb_helper_value
70 ARB_ZERO,
71 ARB_ONE,
72 ARB_TWO,
73 ARB_0001,
74 ARB_EPS,
76 ARB_VS_REL_OFFSET
79 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
81 if (shader != WINED3D_SHADER_TYPE_VERTEX && shader != WINED3D_SHADER_TYPE_PIXEL)
83 ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader));
84 return "bad";
87 if (shader == WINED3D_SHADER_TYPE_PIXEL)
89 switch (value)
91 case ARB_ZERO: return "ps_helper_const.x";
92 case ARB_ONE: return "ps_helper_const.y";
93 case ARB_TWO: return "coefmul.x";
94 case ARB_0001: return "ps_helper_const.xxxy";
95 case ARB_EPS: return "ps_helper_const.z";
96 default: break;
99 else
101 switch (value)
103 case ARB_ZERO: return "helper_const.x";
104 case ARB_ONE: return "helper_const.y";
105 case ARB_TWO: return "helper_const.z";
106 case ARB_EPS: return "helper_const.w";
107 case ARB_0001: return "helper_const.xxxy";
108 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
111 FIXME("Unmanaged %s shader helper constant requested: %u.\n",
112 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
113 switch (value)
115 case ARB_ZERO: return "0.0";
116 case ARB_ONE: return "1.0";
117 case ARB_TWO: return "2.0";
118 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
119 case ARB_EPS: return "1e-8";
120 default: return "bad";
124 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
126 return context->lowest_disabled_stage < 7;
129 /* ARB_program_shader private data */
131 struct control_frame
133 struct list entry;
134 enum
137 IFC,
138 LOOP,
140 } type;
141 BOOL muting;
142 BOOL outer_loop;
143 union
145 unsigned int loop;
146 unsigned int ifc;
147 } no;
148 struct wined3d_shader_loop_control loop_control;
149 BOOL had_else;
152 struct arb_ps_np2fixup_info
154 struct ps_np2fixup_info super;
155 /* For ARB we need an offset value:
156 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
157 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
158 * array we need an offset to the index inside the program local parameter array. */
159 UINT offset;
162 struct arb_ps_compile_args
164 struct ps_compile_args super;
165 WORD bools;
166 WORD clip; /* only a boolean, use a WORD for alignment */
167 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
170 struct stb_const_desc
172 unsigned char texunit;
173 UINT const_num;
176 struct arb_ps_compiled_shader
178 struct arb_ps_compile_args args;
179 struct arb_ps_np2fixup_info np2fixup_info;
180 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
181 struct stb_const_desc luminanceconst[MAX_TEXTURES];
182 UINT int_consts[WINED3D_MAX_CONSTS_I];
183 GLuint prgId;
184 UINT ycorrection;
185 unsigned char numbumpenvmatconsts;
186 char num_int_consts;
189 struct arb_vs_compile_args
191 struct vs_compile_args super;
192 union
194 struct
196 WORD bools;
197 unsigned char clip_texcoord;
198 unsigned char clipplane_mask;
199 } boolclip;
200 DWORD boolclip_compare;
201 } clip;
202 DWORD ps_signature;
203 union
205 unsigned char samplers[4];
206 DWORD samplers_compare;
207 } vertex;
208 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
211 struct arb_vs_compiled_shader
213 struct arb_vs_compile_args args;
214 GLuint prgId;
215 UINT int_consts[WINED3D_MAX_CONSTS_I];
216 char num_int_consts;
217 char need_color_unclamp;
218 UINT pos_fixup;
221 struct recorded_instruction
223 struct wined3d_shader_instruction ins;
224 struct list entry;
227 struct shader_arb_ctx_priv
229 char addr_reg[20];
230 enum
232 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
233 ARB,
234 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
235 NV2,
236 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
238 } target_version;
240 const struct arb_vs_compile_args *cur_vs_args;
241 const struct arb_ps_compile_args *cur_ps_args;
242 const struct arb_ps_compiled_shader *compiled_fprog;
243 const struct arb_vs_compiled_shader *compiled_vprog;
244 struct arb_ps_np2fixup_info *cur_np2fixup_info;
245 struct list control_frames;
246 struct list record;
247 BOOL recording;
248 BOOL muted;
249 unsigned int num_loops, loop_depth, num_ifcs;
250 int aL;
251 BOOL ps_post_process;
253 unsigned int vs_clipplanes;
254 BOOL footer_written;
255 BOOL in_main_func;
257 /* For 3.0 vertex shaders */
258 const char *vs_output[MAX_REG_OUTPUT];
259 /* For 2.x and earlier vertex shaders */
260 const char *texcrd_output[8], *color_output[2], *fog_output;
262 /* 3.0 pshader input for compatibility with fixed function */
263 const char *ps_input[MAX_REG_INPUT];
266 struct ps_signature
268 struct wined3d_shader_signature sig;
269 DWORD idx;
270 struct wine_rb_entry entry;
273 struct arb_pshader_private {
274 struct arb_ps_compiled_shader *gl_shaders;
275 UINT num_gl_shaders, shader_array_size;
276 DWORD input_signature_idx;
277 DWORD clipplane_emulation;
278 BOOL clamp_consts;
281 struct arb_vshader_private {
282 struct arb_vs_compiled_shader *gl_shaders;
283 UINT num_gl_shaders, shader_array_size;
284 UINT rel_offset;
287 struct shader_arb_priv
289 GLuint current_vprogram_id;
290 GLuint current_fprogram_id;
291 const struct arb_ps_compiled_shader *compiled_fprog;
292 const struct arb_vs_compiled_shader *compiled_vprog;
293 BOOL use_arbfp_fixed_func;
294 struct wine_rb_tree fragment_shaders;
295 BOOL last_ps_const_clamped;
296 BOOL last_vs_color_unclamp;
298 struct wine_rb_tree signature_tree;
299 DWORD ps_sig_number;
301 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
302 char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F];
303 char pshader_const_dirty[WINED3D_MAX_PS_CONSTS_F];
304 const struct wined3d_context *last_context;
306 const struct wined3d_vertex_pipe_ops *vertex_pipe;
307 const struct fragment_pipeline *fragment_pipe;
308 BOOL ffp_proj_control;
311 /* Context activation for state handlers is done by the caller. */
313 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
314 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
316 if (shader_data->rel_offset) return TRUE;
317 if (!reg_maps->usesmova) return FALSE;
318 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
321 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
322 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
324 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
325 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
328 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
329 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
331 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
332 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
333 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
334 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
335 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
336 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
337 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
338 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
339 return FALSE;
342 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
343 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
345 unsigned int ret = 1;
346 /* We use one PARAM for the pos fixup, and in some cases one to load
347 * some immediate values into the shader. */
348 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
349 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
350 return ret;
353 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
354 * When constant_list == NULL, it will load all the constants.
356 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
357 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
359 /* Context activation is done by the caller. */
360 static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *shader,
361 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
362 const struct wined3d_vec4 *constants, char *dirty_consts)
364 struct wined3d_shader_lconst *lconst;
365 unsigned int ret, i, j;
367 if (TRACE_ON(d3d_constants))
369 for (i = 0; i < max_constants; ++i)
371 if (!dirty_consts[i])
372 continue;
373 TRACE_(d3d_constants)("Loading constant %u: %s.\n", i, debug_vec4(&constants[i]));
377 i = 0;
379 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
380 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
382 float lcl_const[4];
383 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
384 * shaders, the first 8 constants are marked dirty for reload
386 for (; i < min(8, max_constants); ++i)
388 if (!dirty_consts[i])
389 continue;
390 dirty_consts[i] = 0;
392 if (constants[i].x > 1.0f)
393 lcl_const[0] = 1.0f;
394 else if (constants[i].x < -1.0f)
395 lcl_const[0] = -1.0f;
396 else
397 lcl_const[0] = constants[i].x;
399 if (constants[i].y > 1.0f)
400 lcl_const[1] = 1.0f;
401 else if (constants[i].y < -1.0f)
402 lcl_const[1] = -1.0f;
403 else
404 lcl_const[1] = constants[i].y;
406 if (constants[i].z > 1.0f)
407 lcl_const[2] = 1.0f;
408 else if (constants[i].z < -1.0f)
409 lcl_const[2] = -1.0f;
410 else
411 lcl_const[2] = constants[i].z;
413 if (constants[i].w > 1.0f)
414 lcl_const[3] = 1.0f;
415 else if (constants[i].w < -1.0f)
416 lcl_const[3] = -1.0f;
417 else
418 lcl_const[3] = constants[i].w;
420 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
423 /* If further constants are dirty, reload them without clamping.
425 * The alternative is not to touch them, but then we cannot reset the dirty constant count
426 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
427 * above would always re-check the first 8 constants since max_constant remains at the init
428 * value
432 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
434 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
435 * or just reloading *all* constants at once
437 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
439 for (; i < max_constants; ++i)
441 if (!dirty_consts[i])
442 continue;
444 /* Find the next block of dirty constants */
445 dirty_consts[i] = 0;
446 j = i;
447 for (++i; (i < max_constants) && dirty_consts[i]; ++i)
449 dirty_consts[i] = 0;
452 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, &constants[j].x));
455 else
457 for (; i < max_constants; ++i)
459 if (dirty_consts[i])
461 dirty_consts[i] = 0;
462 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i].x));
466 checkGLcall("glProgramEnvParameter4fvARB()");
468 /* Load immediate constants */
469 if (shader->load_local_constsF)
471 if (TRACE_ON(d3d_shader))
473 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
475 GLfloat* values = (GLfloat*)lconst->value;
476 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
477 values[0], values[1], values[2], values[3]);
480 /* Immediate constants are clamped for 1.X shaders at loading times */
481 ret = 0;
482 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
484 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
485 ret = max(ret, lconst->idx + 1);
486 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
488 checkGLcall("glProgramEnvParameter4fvARB()");
489 return ret; /* The loaded immediate constants need reloading for the next shader */
490 } else {
491 return 0; /* No constants are dirty now */
495 /* Loads the texture dimensions for NP2 fixup into the currently set
496 * ARB_[vertex/fragment]_programs. */
497 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
498 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
500 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
501 WORD active = fixup->super.active;
502 UINT i;
504 if (!active)
505 return;
507 for (i = 0; active; active >>= 1, ++i)
509 const struct wined3d_texture *tex = state->textures[i];
510 unsigned char idx = fixup->super.idx[i];
511 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
513 if (!(active & 1))
514 continue;
516 if (!tex)
518 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
519 continue;
522 if (idx % 2)
524 tex_dim[2] = tex->pow2_matrix[0];
525 tex_dim[3] = tex->pow2_matrix[5];
527 else
529 tex_dim[0] = tex->pow2_matrix[0];
530 tex_dim[1] = tex->pow2_matrix[5];
534 for (i = 0; i < fixup->super.num_consts; ++i)
536 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
537 fixup->offset + i, &np2fixup_constants[i * 4]));
541 /* Context activation is done by the caller. */
542 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
543 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
545 const struct wined3d_gl_info *gl_info = context->gl_info;
546 unsigned char i;
548 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
550 int texunit = gl_shader->bumpenvmatconst[i].texunit;
552 /* The state manager takes care that this function is always called if the bump env matrix changes */
553 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
554 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
555 gl_shader->bumpenvmatconst[i].const_num, data));
557 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
559 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
560 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
561 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
562 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
564 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
565 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
566 gl_shader->luminanceconst[i].const_num, scale));
569 checkGLcall("Load bumpmap consts");
571 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
573 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
574 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
575 * ycorrection.z: 1.0
576 * ycorrection.w: 0.0
578 float val[4];
579 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
580 val[1] = context->render_offscreen ? 1.0f : -1.0f;
581 val[2] = 1.0f;
582 val[3] = 0.0f;
583 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
584 checkGLcall("y correction loading");
587 if (!gl_shader->num_int_consts) return;
589 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
591 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
593 float val[4];
594 val[0] = (float)state->ps_consts_i[i].x;
595 val[1] = (float)state->ps_consts_i[i].y;
596 val[2] = (float)state->ps_consts_i[i].z;
597 val[3] = -1.0f;
599 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
602 checkGLcall("Load ps int consts");
605 /* Context activation is done by the caller. */
606 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
607 const struct wined3d_context *context, const struct wined3d_state *state)
609 const struct wined3d_gl_info *gl_info = context->gl_info;
610 float position_fixup[4];
611 unsigned char i;
613 /* Upload the position fixup */
614 shader_get_position_fixup(context, state, 1, position_fixup);
615 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
617 if (!gl_shader->num_int_consts) return;
619 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
621 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
623 float val[4];
624 val[0] = (float)state->vs_consts_i[i].x;
625 val[1] = (float)state->vs_consts_i[i].y;
626 val[2] = (float)state->vs_consts_i[i].z;
627 val[3] = -1.0f;
629 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
632 checkGLcall("Load vs int consts");
635 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
636 const struct wined3d_state *state);
639 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
641 * We only support float constants in ARB at the moment, so don't
642 * worry about the Integers or Booleans
644 /* Context activation is done by the caller (state handler). */
645 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
646 struct wined3d_context *context, const struct wined3d_state *state,
647 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
649 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
650 const struct wined3d_gl_info *gl_info = context->gl_info;
652 if (!from_shader_select)
654 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
655 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
657 if (vshader
658 && (vshader->reg_maps.boolean_constants
659 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
660 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
662 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
663 shader_arb_select(priv, context, state);
665 else if (pshader
666 && (pshader->reg_maps.boolean_constants
667 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
668 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
670 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
671 shader_arb_select(priv, context, state);
675 if (context != priv->last_context)
677 memset(priv->vshader_const_dirty, 1,
678 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
679 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
681 memset(priv->pshader_const_dirty, 1,
682 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
683 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
685 priv->last_context = context;
688 if (useVertexShader)
690 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
691 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
693 /* Load DirectX 9 float constants for vertex shader */
694 priv->highest_dirty_vs_const = shader_arb_load_constants_f(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
695 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
696 shader_arb_vs_local_constants(gl_shader, context, state);
699 if (usePixelShader)
701 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
702 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
703 UINT rt_height = state->fb->render_targets[0]->height;
705 /* Load DirectX 9 float constants for pixel shader */
706 priv->highest_dirty_ps_const = shader_arb_load_constants_f(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
707 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
708 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
710 if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
711 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
715 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
716 const struct wined3d_state *state)
718 BOOL vs = use_vs(state);
719 BOOL ps = use_ps(state);
721 shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
724 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
726 struct wined3d_context *context = context_get_current();
727 struct shader_arb_priv *priv = device->shader_priv;
729 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
730 * context. On a context switch the old context will be fully dirtified */
731 if (!context || context->device != device)
732 return;
734 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
735 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
738 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
740 struct wined3d_context *context = context_get_current();
741 struct shader_arb_priv *priv = device->shader_priv;
743 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
744 * context. On a context switch the old context will be fully dirtified */
745 if (!context || context->device != device)
746 return;
748 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
749 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
752 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
754 char str[4][17];
756 wined3d_ftoa(values[0], str[0]);
757 wined3d_ftoa(values[1], str[1]);
758 wined3d_ftoa(values[2], str[2]);
759 wined3d_ftoa(values[3], str[3]);
760 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
763 /* Generate the variable & register declarations for the ARB_vertex_program output target */
764 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
765 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
766 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
767 const struct shader_arb_ctx_priv *ctx)
769 DWORD i;
770 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
771 const struct wined3d_shader_lconst *lconst;
772 unsigned max_constantsF;
773 DWORD map;
775 /* In pixel shaders, all private constants are program local, we don't need anything
776 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
777 * If we need a private constant the GL implementation will squeeze it in somewhere
779 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
780 * immediate values. The posFixup is loaded using program.env for now, so always
781 * subtract one from the number of constants. If the shader uses indirect addressing,
782 * account for the helper const too because we have to declare all available d3d constants
783 * and don't know which are actually used.
785 if (pshader)
787 max_constantsF = gl_info->limits.arb_ps_native_constants;
788 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
789 if (max_constantsF < 24)
790 max_constantsF = gl_info->limits.arb_ps_float_constants;
792 else
794 const struct arb_vshader_private *shader_data = shader->backend_data;
795 max_constantsF = gl_info->limits.arb_vs_native_constants;
796 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
797 * Also prevents max_constantsF from becoming less than 0 and
798 * wrapping . */
799 if (max_constantsF < 96)
800 max_constantsF = gl_info->limits.arb_vs_float_constants;
802 if (reg_maps->usesrelconstF)
804 DWORD highest_constf = 0, clip_limit;
806 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
807 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
808 max_constantsF -= gl_info->reserved_arb_constants;
810 for (i = 0; i < shader->limits->constant_float; ++i)
812 DWORD idx = i >> 5;
813 DWORD shift = i & 0x1f;
814 if (reg_maps->constf[idx] & (1u << shift))
815 highest_constf = i;
818 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
820 if(ctx->cur_vs_args->super.clip_enabled)
821 clip_limit = gl_info->limits.user_clip_distances;
822 else
823 clip_limit = 0;
825 else
827 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
828 clip_limit = min(wined3d_popcount(mask), 4);
830 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
831 max_constantsF -= *num_clipplanes;
832 if(*num_clipplanes < clip_limit)
834 WARN("Only %u clip planes out of %u enabled.\n", *num_clipplanes,
835 gl_info->limits.user_clip_distances);
838 else
840 if (ctx->target_version >= NV2)
841 *num_clipplanes = gl_info->limits.user_clip_distances;
842 else
843 *num_clipplanes = min(gl_info->limits.user_clip_distances, 4);
847 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
849 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
852 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
854 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
857 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
859 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
861 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
865 if (!shader->load_local_constsF)
867 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
869 const float *value;
870 value = (const float *)lconst->value;
871 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
872 shader_arb_append_imm_vec4(buffer, value);
873 shader_addline(buffer, ";\n");
877 /* After subtracting privately used constants from the hardware limit(they are loaded as
878 * local constants), make sure the shader doesn't violate the env constant limit
880 if (pshader)
882 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
884 else
886 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
889 /* Avoid declaring more constants than needed */
890 max_constantsF = min(max_constantsF, shader->limits->constant_float);
892 /* we use the array-based constants array if the local constants are marked for loading,
893 * because then we use indirect addressing, or when the local constant list is empty,
894 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
895 * local constants do not declare the loaded constants as an array because ARB compilers usually
896 * do not optimize unused constants away
898 if (reg_maps->usesrelconstF)
900 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
901 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
902 max_constantsF, max_constantsF - 1);
904 else
906 for (i = 0; i < max_constantsF; ++i)
908 if (!shader_constant_is_local(shader, i) && wined3d_extract_bits(reg_maps->constf, i, 1))
910 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
916 static const char * const shift_tab[] = {
917 "dummy", /* 0 (none) */
918 "coefmul.x", /* 1 (x2) */
919 "coefmul.y", /* 2 (x4) */
920 "coefmul.z", /* 3 (x8) */
921 "coefmul.w", /* 4 (x16) */
922 "dummy", /* 5 (x32) */
923 "dummy", /* 6 (x64) */
924 "dummy", /* 7 (x128) */
925 "dummy", /* 8 (d256) */
926 "dummy", /* 9 (d128) */
927 "dummy", /* 10 (d64) */
928 "dummy", /* 11 (d32) */
929 "coefdiv.w", /* 12 (d16) */
930 "coefdiv.z", /* 13 (d8) */
931 "coefdiv.y", /* 14 (d4) */
932 "coefdiv.x" /* 15 (d2) */
935 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
936 const struct wined3d_shader_dst_param *dst, char *write_mask)
938 char *ptr = write_mask;
940 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
942 *ptr++ = '.';
943 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
944 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
945 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
946 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
949 *ptr = '\0';
952 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
954 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
955 * but addressed as "rgba". To fix this we need to swap the register's x
956 * and z components. */
957 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
958 char *ptr = swizzle_str;
960 /* swizzle bits fields: wwzzyyxx */
961 DWORD swizzle = param->swizzle;
962 DWORD swizzle_x = swizzle & 0x03;
963 DWORD swizzle_y = (swizzle >> 2) & 0x03;
964 DWORD swizzle_z = (swizzle >> 4) & 0x03;
965 DWORD swizzle_w = (swizzle >> 6) & 0x03;
967 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
968 * generate a swizzle string. Unless we need to our own swizzling. */
969 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
971 *ptr++ = '.';
972 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
973 *ptr++ = swizzle_chars[swizzle_x];
974 } else {
975 *ptr++ = swizzle_chars[swizzle_x];
976 *ptr++ = swizzle_chars[swizzle_y];
977 *ptr++ = swizzle_chars[swizzle_z];
978 *ptr++ = swizzle_chars[swizzle_w];
982 *ptr = '\0';
985 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
987 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
988 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
990 if (!strcmp(priv->addr_reg, src)) return;
992 strcpy(priv->addr_reg, src);
993 shader_addline(buffer, "ARL A0.x, %s;\n", src);
996 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
997 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
999 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1000 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1002 /* oPos, oFog and oPts in D3D */
1003 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1004 const struct wined3d_shader *shader = ins->ctx->shader;
1005 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1006 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1007 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1009 *is_color = FALSE;
1011 switch (reg->type)
1013 case WINED3DSPR_TEMP:
1014 sprintf(register_name, "R%u", reg->idx[0].offset);
1015 break;
1017 case WINED3DSPR_INPUT:
1018 if (pshader)
1020 if (reg_maps->shader_version.major < 3)
1022 if (!reg->idx[0].offset)
1023 strcpy(register_name, "fragment.color.primary");
1024 else
1025 strcpy(register_name, "fragment.color.secondary");
1027 else
1029 if (reg->idx[0].rel_addr)
1031 char rel_reg[50];
1032 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1034 if (!strcmp(rel_reg, "**aL_emul**"))
1036 DWORD idx = ctx->aL + reg->idx[0].offset;
1037 if(idx < MAX_REG_INPUT)
1039 strcpy(register_name, ctx->ps_input[idx]);
1041 else
1043 ERR("Pixel shader input register out of bounds: %u\n", idx);
1044 sprintf(register_name, "out_of_bounds_%u", idx);
1047 else if (reg_maps->input_registers & 0x0300)
1049 /* There are two ways basically:
1051 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1052 * That means trouble if the loop also contains a breakc or if the control values
1053 * aren't local constants.
1054 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1055 * source dynamically. The trouble is that we cannot simply read aL.y because it
1056 * is an ADDRESS register. We could however push it, load .zw with a value and use
1057 * ADAC to load the condition code register and pop it again afterwards
1059 FIXME("Relative input register addressing with more than 8 registers\n");
1061 /* This is better than nothing for now */
1062 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1064 else if(ctx->cur_ps_args->super.vp_mode != WINED3D_VP_MODE_SHADER)
1066 /* This is problematic because we'd have to consult the ctx->ps_input strings
1067 * for where to find the varying. Some may be "0.0", others can be texcoords or
1068 * colors. This needs either a pipeline replacement to make the vertex shader feed
1069 * proper varyings, or loop unrolling
1071 * For now use the texcoords and hope for the best
1073 FIXME("Non-vertex shader varying input with indirect addressing\n");
1074 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1076 else
1078 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1079 * pulls GL_NV_fragment_program2 in
1081 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1084 else
1086 if (reg->idx[0].offset < MAX_REG_INPUT)
1088 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1090 else
1092 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1093 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1098 else
1100 if (ctx->cur_vs_args->super.swizzle_map & (1u << reg->idx[0].offset))
1101 *is_color = TRUE;
1102 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1104 break;
1106 case WINED3DSPR_CONST:
1107 if (!pshader && reg->idx[0].rel_addr)
1109 const struct arb_vshader_private *shader_data = shader->backend_data;
1110 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1111 BOOL aL = FALSE;
1112 char rel_reg[50];
1113 if (reg_maps->shader_version.major < 2)
1115 sprintf(rel_reg, "A0.x");
1117 else
1119 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1120 if (ctx->target_version == ARB)
1122 if (!strcmp(rel_reg, "**aL_emul**"))
1124 aL = TRUE;
1125 } else {
1126 shader_arb_request_a0(ins, rel_reg);
1127 sprintf(rel_reg, "A0.x");
1131 if (aL)
1132 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1133 else if (reg->idx[0].offset >= rel_offset)
1134 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1135 else
1136 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1138 else
1140 if (reg_maps->usesrelconstF)
1141 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1142 else
1143 sprintf(register_name, "C%u", reg->idx[0].offset);
1145 break;
1147 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1148 if (pshader)
1150 if (reg_maps->shader_version.major == 1
1151 && reg_maps->shader_version.minor <= 3)
1152 /* In ps <= 1.3, Tx is a temporary register as destination
1153 * to all instructions, and as source to most instructions.
1154 * For some instructions it is the texcoord input. Those
1155 * instructions know about the special use. */
1156 sprintf(register_name, "T%u", reg->idx[0].offset);
1157 else
1158 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1159 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1161 else
1163 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1164 sprintf(register_name, "A%u", reg->idx[0].offset);
1165 else
1166 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1168 break;
1170 case WINED3DSPR_COLOROUT:
1171 if (ctx->ps_post_process && !reg->idx[0].offset)
1173 strcpy(register_name, "TMP_COLOR");
1175 else
1177 if (ctx->cur_ps_args->super.srgb_correction)
1178 FIXME("sRGB correction on higher render targets.\n");
1179 if (reg_maps->rt_mask > 1)
1180 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1181 else
1182 strcpy(register_name, "result.color");
1184 break;
1186 case WINED3DSPR_RASTOUT:
1187 if (reg->idx[0].offset == 1)
1188 sprintf(register_name, "%s", ctx->fog_output);
1189 else
1190 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1191 break;
1193 case WINED3DSPR_DEPTHOUT:
1194 strcpy(register_name, "result.depth");
1195 break;
1197 case WINED3DSPR_ATTROUT:
1198 /* case WINED3DSPR_OUTPUT: */
1199 if (pshader)
1200 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1201 else
1202 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1203 break;
1205 case WINED3DSPR_TEXCRDOUT:
1206 if (pshader)
1207 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1208 else if (reg_maps->shader_version.major < 3)
1209 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1210 else
1211 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1212 break;
1214 case WINED3DSPR_LOOP:
1215 if(ctx->target_version >= NV2)
1217 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1218 if(pshader) sprintf(register_name, "A0.x");
1219 else sprintf(register_name, "aL.y");
1221 else
1223 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1224 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1225 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1226 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1227 * indexing
1229 sprintf(register_name, "**aL_emul**");
1232 break;
1234 case WINED3DSPR_CONSTINT:
1235 sprintf(register_name, "I%u", reg->idx[0].offset);
1236 break;
1238 case WINED3DSPR_MISCTYPE:
1239 if (!reg->idx[0].offset)
1240 sprintf(register_name, "vpos");
1241 else if (reg->idx[0].offset == 1)
1242 sprintf(register_name, "fragment.facing.x");
1243 else
1244 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1245 break;
1247 default:
1248 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1249 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1250 break;
1254 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1255 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1257 char register_name[255];
1258 char write_mask[6];
1259 BOOL is_color;
1261 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1262 strcpy(str, register_name);
1264 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1265 strcat(str, write_mask);
1268 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1270 switch(channel_source)
1272 case CHANNEL_SOURCE_ZERO: return "0";
1273 case CHANNEL_SOURCE_ONE: return "1";
1274 case CHANNEL_SOURCE_X: return "x";
1275 case CHANNEL_SOURCE_Y: return "y";
1276 case CHANNEL_SOURCE_Z: return "z";
1277 case CHANNEL_SOURCE_W: return "w";
1278 default:
1279 FIXME("Unhandled channel source %#x\n", channel_source);
1280 return "undefined";
1284 struct color_fixup_masks
1286 DWORD source;
1287 DWORD sign;
1290 static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
1292 struct color_fixup_masks masks = {0, 0};
1294 if (is_complex_fixup(fixup))
1296 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1297 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1298 return masks;
1301 if (fixup.x_source != CHANNEL_SOURCE_X)
1302 masks.source |= WINED3DSP_WRITEMASK_0;
1303 if (fixup.y_source != CHANNEL_SOURCE_Y)
1304 masks.source |= WINED3DSP_WRITEMASK_1;
1305 if (fixup.z_source != CHANNEL_SOURCE_Z)
1306 masks.source |= WINED3DSP_WRITEMASK_2;
1307 if (fixup.w_source != CHANNEL_SOURCE_W)
1308 masks.source |= WINED3DSP_WRITEMASK_3;
1309 masks.source &= dst_mask;
1311 if (fixup.x_sign_fixup)
1312 masks.sign |= WINED3DSP_WRITEMASK_0;
1313 if (fixup.y_sign_fixup)
1314 masks.sign |= WINED3DSP_WRITEMASK_1;
1315 if (fixup.z_sign_fixup)
1316 masks.sign |= WINED3DSP_WRITEMASK_2;
1317 if (fixup.w_sign_fixup)
1318 masks.sign |= WINED3DSP_WRITEMASK_3;
1319 masks.sign &= dst_mask;
1321 return masks;
1324 static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
1325 const char *src, const char *one, const char *two,
1326 struct color_fixup_desc fixup, struct color_fixup_masks masks)
1328 const char *sign_fixup_src = dst;
1330 if (masks.source)
1332 if (masks.sign)
1333 sign_fixup_src = "TA";
1335 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
1336 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1337 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1339 else if (masks.sign)
1341 sign_fixup_src = src;
1344 if (masks.sign)
1346 char reg_mask[6];
1347 char *ptr = reg_mask;
1349 if (masks.sign != WINED3DSP_WRITEMASK_ALL)
1351 *ptr++ = '.';
1352 if (masks.sign & WINED3DSP_WRITEMASK_0)
1353 *ptr++ = 'x';
1354 if (masks.sign & WINED3DSP_WRITEMASK_1)
1355 *ptr++ = 'y';
1356 if (masks.sign & WINED3DSP_WRITEMASK_2)
1357 *ptr++ = 'z';
1358 if (masks.sign & WINED3DSP_WRITEMASK_3)
1359 *ptr++ = 'w';
1361 *ptr = '\0';
1363 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
1367 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1369 DWORD mod;
1370 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1371 if (!ins->dst_count) return "";
1373 mod = ins->dst[0].modifiers;
1375 /* Silently ignore PARTIALPRECISION if it's not supported */
1376 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1378 if(mod & WINED3DSPDM_MSAMPCENTROID)
1380 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1381 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1384 switch(mod)
1386 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1387 return "H_SAT";
1389 case WINED3DSPDM_SATURATE:
1390 return "_SAT";
1392 case WINED3DSPDM_PARTIALPRECISION:
1393 return "H";
1395 case 0:
1396 return "";
1398 default:
1399 FIXME("Unknown modifiers 0x%08x\n", mod);
1400 return "";
1404 #define TEX_PROJ 0x1
1405 #define TEX_BIAS 0x2
1406 #define TEX_LOD 0x4
1407 #define TEX_DERIV 0x10
1409 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1410 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1412 enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1413 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1414 const char *tex_type;
1415 BOOL np2_fixup = FALSE;
1416 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1417 const char *mod;
1418 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1419 const char *tex_dst = dst_str;
1420 struct color_fixup_masks masks;
1422 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1423 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1425 switch (resource_type)
1427 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1428 tex_type = "1D";
1429 break;
1431 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1432 if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
1433 && ins->ctx->gl_info->supported[ARB_TEXTURE_RECTANGLE])
1434 tex_type = "RECT";
1435 else
1436 tex_type = "2D";
1437 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1439 if (priv->cur_np2fixup_info->super.active & (1u << sampler_idx))
1441 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1442 else np2_fixup = TRUE;
1445 break;
1447 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1448 tex_type = "3D";
1449 break;
1451 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1452 tex_type = "CUBE";
1453 break;
1455 default:
1456 ERR("Unexpected resource type %#x.\n", resource_type);
1457 tex_type = "";
1460 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1461 * so don't use shader_arb_get_modifier
1463 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1464 else mod = "";
1466 /* Fragment samplers always have indentity mapping */
1467 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1469 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1472 if (pshader)
1474 masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
1475 ins->dst[0].write_mask);
1477 if (masks.source || masks.sign)
1478 tex_dst = "TA";
1481 if (flags & TEX_DERIV)
1483 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1484 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1485 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1486 dsx, dsy, sampler_idx, tex_type);
1488 else if(flags & TEX_LOD)
1490 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1491 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1492 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1493 sampler_idx, tex_type);
1495 else if (flags & TEX_BIAS)
1497 /* Shouldn't be possible, but let's check for it */
1498 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1499 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1500 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1502 else if (flags & TEX_PROJ)
1504 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1506 else
1508 if (np2_fixup)
1510 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1511 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1512 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1514 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
1516 else
1517 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1520 if (pshader)
1522 gen_color_correction(buffer, dst_str, tex_dst,
1523 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1524 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1525 priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
1529 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1530 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1532 /* Generate a line that does the input modifier computation and return the input register to use */
1533 BOOL is_color = FALSE, insert_line;
1534 char regstr[256];
1535 char swzstr[20];
1536 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1537 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1538 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1539 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1541 /* Assume a new line will be added */
1542 insert_line = TRUE;
1544 /* Get register name */
1545 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1546 shader_arb_get_swizzle(src, is_color, swzstr);
1548 switch (src->modifiers)
1550 case WINED3DSPSM_NONE:
1551 sprintf(outregstr, "%s%s", regstr, swzstr);
1552 insert_line = FALSE;
1553 break;
1554 case WINED3DSPSM_NEG:
1555 sprintf(outregstr, "-%s%s", regstr, swzstr);
1556 insert_line = FALSE;
1557 break;
1558 case WINED3DSPSM_BIAS:
1559 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1560 break;
1561 case WINED3DSPSM_BIASNEG:
1562 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1563 break;
1564 case WINED3DSPSM_SIGN:
1565 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1566 break;
1567 case WINED3DSPSM_SIGNNEG:
1568 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1569 break;
1570 case WINED3DSPSM_COMP:
1571 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1572 break;
1573 case WINED3DSPSM_X2:
1574 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1575 break;
1576 case WINED3DSPSM_X2NEG:
1577 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1578 break;
1579 case WINED3DSPSM_DZ:
1580 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1581 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1582 break;
1583 case WINED3DSPSM_DW:
1584 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1585 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1586 break;
1587 case WINED3DSPSM_ABS:
1588 if(ctx->target_version >= NV2) {
1589 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1590 insert_line = FALSE;
1591 } else {
1592 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1594 break;
1595 case WINED3DSPSM_ABSNEG:
1596 if(ctx->target_version >= NV2) {
1597 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1598 } else {
1599 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1600 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1602 insert_line = FALSE;
1603 break;
1604 default:
1605 sprintf(outregstr, "%s%s", regstr, swzstr);
1606 insert_line = FALSE;
1609 /* Return modified or original register, with swizzle */
1610 if (insert_line)
1611 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1614 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1616 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1617 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1618 DWORD sampler_code = dst->reg.idx[0].offset;
1619 char dst_name[50];
1620 char src_name[2][50];
1622 shader_arb_get_dst_param(ins, dst, dst_name);
1624 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1626 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1627 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1628 * temps is done.
1630 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1631 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1632 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1633 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1634 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1636 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1637 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1640 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1642 *extra_char = ' ';
1643 switch(mod)
1645 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1646 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1647 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1648 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1649 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1650 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1651 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1652 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1653 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1654 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1655 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1656 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1657 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1659 FIXME("Unknown modifier %u\n", mod);
1660 return mod;
1663 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1665 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1666 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1667 char dst_name[50];
1668 char src_name[3][50];
1669 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1670 ins->ctx->reg_maps->shader_version.minor);
1672 shader_arb_get_dst_param(ins, dst, dst_name);
1673 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1675 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1676 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1678 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1680 else
1682 struct wined3d_shader_src_param src0_copy = ins->src[0];
1683 char extra_neg;
1685 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1686 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1688 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1689 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1690 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1691 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1692 dst_name, src_name[1], src_name[2]);
1696 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1698 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1699 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1700 char dst_name[50];
1701 char src_name[3][50];
1703 shader_arb_get_dst_param(ins, dst, dst_name);
1705 /* Generate input register names (with modifiers) */
1706 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1707 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1708 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1710 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1711 dst_name, src_name[0], src_name[2], src_name[1]);
1714 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1715 * dst = dot2(src0, src1) + src2 */
1716 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1718 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1719 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1720 char dst_name[50];
1721 char src_name[3][50];
1722 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1724 shader_arb_get_dst_param(ins, dst, dst_name);
1725 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1726 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1728 if(ctx->target_version >= NV3)
1730 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1731 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1732 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1733 dst_name, src_name[0], src_name[1], src_name[2]);
1735 else if(ctx->target_version >= NV2)
1737 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1738 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1739 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1740 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1742 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1744 * .xyxy and other swizzles that we could get with this are not valid in
1745 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1747 struct wined3d_shader_src_param tmp_param = ins->src[1];
1748 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1749 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1751 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1753 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1754 dst_name, src_name[2], src_name[0], src_name[1]);
1756 else
1758 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1759 /* 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]
1760 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1762 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1763 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1764 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1765 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1769 /* Map the opcode 1-to-1 to the GL code */
1770 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1772 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1773 const char *instruction;
1774 char arguments[256], dst_str[50];
1775 unsigned int i;
1776 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1778 switch (ins->handler_idx)
1780 case WINED3DSIH_ABS: instruction = "ABS"; break;
1781 case WINED3DSIH_ADD: instruction = "ADD"; break;
1782 case WINED3DSIH_CRS: instruction = "XPD"; break;
1783 case WINED3DSIH_DP3: instruction = "DP3"; break;
1784 case WINED3DSIH_DP4: instruction = "DP4"; break;
1785 case WINED3DSIH_DST: instruction = "DST"; break;
1786 case WINED3DSIH_FRC: instruction = "FRC"; break;
1787 case WINED3DSIH_LIT: instruction = "LIT"; break;
1788 case WINED3DSIH_LRP: instruction = "LRP"; break;
1789 case WINED3DSIH_MAD: instruction = "MAD"; break;
1790 case WINED3DSIH_MAX: instruction = "MAX"; break;
1791 case WINED3DSIH_MIN: instruction = "MIN"; break;
1792 case WINED3DSIH_MOV: instruction = "MOV"; break;
1793 case WINED3DSIH_MUL: instruction = "MUL"; break;
1794 case WINED3DSIH_SGE: instruction = "SGE"; break;
1795 case WINED3DSIH_SLT: instruction = "SLT"; break;
1796 case WINED3DSIH_SUB: instruction = "SUB"; break;
1797 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1798 case WINED3DSIH_DSX: instruction = "DDX"; break;
1799 default: instruction = "";
1800 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
1801 break;
1804 /* Note that shader_arb_add_dst_param() adds spaces. */
1805 arguments[0] = '\0';
1806 shader_arb_get_dst_param(ins, dst, dst_str);
1807 for (i = 0; i < ins->src_count; ++i)
1809 char operand[100];
1810 strcat(arguments, ", ");
1811 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1812 strcat(arguments, operand);
1814 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1817 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1819 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1821 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1824 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1826 const struct wined3d_shader *shader = ins->ctx->shader;
1827 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1828 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1829 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1830 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1831 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1832 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1834 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1835 char src0_param[256];
1837 if (ins->handler_idx == WINED3DSIH_MOVA)
1839 const struct arb_vshader_private *shader_data = shader->backend_data;
1840 char write_mask[6];
1841 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1843 if(ctx->target_version >= NV2) {
1844 shader_hw_map2gl(ins);
1845 return;
1847 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1848 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1850 /* This implements the mova formula used in GLSL. The first two instructions
1851 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1852 * in this case:
1853 * mova A0.x, 0.0
1855 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1857 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1858 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1860 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1861 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1863 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1864 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1865 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1866 if (shader_data->rel_offset)
1868 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1870 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1872 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1874 else if (reg_maps->shader_version.major == 1
1875 && !shader_is_pshader_version(reg_maps->shader_version.type)
1876 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1878 const struct arb_vshader_private *shader_data = shader->backend_data;
1879 src0_param[0] = '\0';
1881 if (shader_data->rel_offset && ctx->target_version == ARB)
1883 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1884 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1885 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1886 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1888 else
1890 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1891 * with more than one component. Thus replicate the first source argument over all
1892 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1893 struct wined3d_shader_src_param tmp_src = ins->src[0];
1894 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1895 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1896 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1899 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1901 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1903 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1904 return;
1906 shader_hw_map2gl(ins);
1908 else
1910 shader_hw_map2gl(ins);
1914 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1916 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1917 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1918 char reg_dest[40];
1920 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1921 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1923 shader_arb_get_dst_param(ins, dst, reg_dest);
1925 if (ins->ctx->reg_maps->shader_version.major >= 2)
1927 const char *kilsrc = "TA";
1928 BOOL is_color;
1930 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1931 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1933 kilsrc = reg_dest;
1935 else
1937 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1938 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1939 * masked out components to 0(won't kill)
1941 char x = '0', y = '0', z = '0', w = '0';
1942 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1943 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1944 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1945 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1946 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1948 shader_addline(buffer, "KIL %s;\n", kilsrc);
1950 else
1952 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1953 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1955 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1956 * or pass in any temporary register(in shader phase 2)
1958 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1959 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1960 else
1961 shader_arb_get_dst_param(ins, dst, reg_dest);
1962 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1963 shader_addline(buffer, "KIL TA;\n");
1967 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1969 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1970 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1971 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1972 ins->ctx->reg_maps->shader_version.minor);
1973 struct wined3d_shader_src_param src;
1975 char reg_dest[40];
1976 char reg_coord[40];
1977 DWORD reg_sampler_code;
1978 WORD myflags = 0;
1979 BOOL swizzle_coord = FALSE;
1981 /* All versions have a destination register */
1982 shader_arb_get_dst_param(ins, dst, reg_dest);
1984 /* 1.0-1.4: Use destination register number as texture code.
1985 2.0+: Use provided sampler number as texture code. */
1986 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1987 reg_sampler_code = dst->reg.idx[0].offset;
1988 else
1989 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1991 /* 1.0-1.3: Use the texcoord varying.
1992 1.4+: Use provided coordinate source register. */
1993 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1994 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1995 else {
1996 /* TEX is the only instruction that can handle DW and DZ natively */
1997 src = ins->src[0];
1998 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1999 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
2000 shader_arb_get_src_param(ins, &src, 0, reg_coord);
2003 /* projection flag:
2004 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2005 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2006 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2008 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2010 DWORD flags = 0;
2011 if (reg_sampler_code < MAX_TEXTURES)
2012 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2013 if (flags & WINED3D_PSARGS_PROJECTED)
2015 myflags |= TEX_PROJ;
2016 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
2017 swizzle_coord = TRUE;
2020 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2022 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2023 if (src_mod == WINED3DSPSM_DZ)
2025 swizzle_coord = TRUE;
2026 myflags |= TEX_PROJ;
2027 } else if(src_mod == WINED3DSPSM_DW) {
2028 myflags |= TEX_PROJ;
2030 } else {
2031 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2032 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2035 if (swizzle_coord)
2037 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2038 * reg_coord is a read-only varying register, so we need a temp reg */
2039 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2040 strcpy(reg_coord, "TA");
2043 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2046 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2048 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2049 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2050 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2051 ins->ctx->reg_maps->shader_version.minor);
2052 char dst_str[50];
2054 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2056 DWORD reg = dst->reg.idx[0].offset;
2058 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2059 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2060 } else {
2061 char reg_src[40];
2063 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2064 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2065 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2069 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2071 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2072 DWORD flags = 0;
2074 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2075 char dst_str[50];
2076 char src_str[50];
2078 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2079 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2080 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2081 /* Move .x first in case src_str is "TA" */
2082 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2083 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2084 if (reg1 < MAX_TEXTURES)
2086 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2087 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2089 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2092 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2094 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2096 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2097 char dst_str[50];
2098 char src_str[50];
2100 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2101 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2102 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2103 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2104 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2105 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2108 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2110 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2111 char dst_str[50];
2112 char src_str[50];
2114 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2115 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2116 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2117 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2120 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2122 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2123 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2124 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2125 char reg_coord[40], dst_reg[50], src_reg[50];
2126 DWORD reg_dest_code;
2128 /* All versions have a destination register. The Tx where the texture coordinates come
2129 * from is the varying incarnation of the texture register
2131 reg_dest_code = dst->reg.idx[0].offset;
2132 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2133 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2134 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2136 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2137 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2139 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2140 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2142 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2143 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2144 * extension.
2146 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2147 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2148 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2149 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2151 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2152 * so we can't let the GL handle this.
2154 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2155 & WINED3D_PSARGS_PROJECTED)
2157 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2158 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2159 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2160 } else {
2161 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2164 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2166 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2168 /* No src swizzles are allowed, so this is ok */
2169 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2170 src_reg, reg_dest_code, reg_dest_code);
2171 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2175 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2177 DWORD reg = ins->dst[0].reg.idx[0].offset;
2178 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2179 char src0_name[50], dst_name[50];
2180 BOOL is_color;
2181 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2183 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2184 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2185 * T<reg+1> register. Use this register to store the calculated vector
2187 tmp_reg.idx[0].offset = reg + 1;
2188 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2189 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2192 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2194 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2195 DWORD flags;
2196 DWORD reg = ins->dst[0].reg.idx[0].offset;
2197 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2198 char dst_str[50];
2199 char src0_name[50];
2200 char dst_reg[50];
2201 BOOL is_color;
2203 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2204 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2206 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2207 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2208 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2209 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2210 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2213 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2215 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2216 DWORD reg = ins->dst[0].reg.idx[0].offset;
2217 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2218 char src0_name[50], dst_name[50];
2219 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2220 BOOL is_color;
2222 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2223 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2224 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2226 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2227 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2229 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2230 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2231 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2232 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2235 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2237 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2238 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2239 DWORD flags;
2240 DWORD reg = ins->dst[0].reg.idx[0].offset;
2241 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2242 char dst_str[50];
2243 char src0_name[50], dst_name[50];
2244 BOOL is_color;
2246 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2247 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2248 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2250 /* Sample the texture using the calculated coordinates */
2251 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2252 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2253 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2254 tex_mx->current_row = 0;
2257 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2259 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2260 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2261 DWORD flags;
2262 DWORD reg = ins->dst[0].reg.idx[0].offset;
2263 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2264 char dst_str[50];
2265 char src0_name[50];
2266 char dst_reg[50];
2267 BOOL is_color;
2269 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2270 * components for temporary data storage
2272 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2273 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2274 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2276 /* Construct the eye-ray vector from w coordinates */
2277 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2278 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2279 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2281 /* Calculate reflection vector
2283 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2284 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2285 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2286 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2287 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2288 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2289 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2291 /* Sample the texture using the calculated coordinates */
2292 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2293 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2294 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2295 tex_mx->current_row = 0;
2298 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2300 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2301 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2302 DWORD flags;
2303 DWORD reg = ins->dst[0].reg.idx[0].offset;
2304 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2305 char dst_str[50];
2306 char src0_name[50];
2307 char src1_name[50];
2308 char dst_reg[50];
2309 BOOL is_color;
2311 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2312 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2313 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2314 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2315 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2317 /* Calculate reflection vector.
2319 * dot(N, E)
2320 * dst_reg.xyz = 2 * --------- * N - E
2321 * dot(N, N)
2323 * Which normalizes the normal vector
2325 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2326 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2327 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2328 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2329 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2330 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2332 /* Sample the texture using the calculated coordinates */
2333 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2334 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2335 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2336 tex_mx->current_row = 0;
2339 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2341 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2342 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2343 char dst_name[50];
2344 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2345 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2347 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2348 * which is essentially an input, is the destination register because it is the first
2349 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2350 * here(writemasks/swizzles are not valid on texdepth)
2352 shader_arb_get_dst_param(ins, dst, dst_name);
2354 /* According to the msdn, the source register(must be r5) is unusable after
2355 * the texdepth instruction, so we're free to modify it
2357 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2359 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2360 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2361 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2363 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2364 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2365 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2366 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2369 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2370 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2371 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2372 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2374 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2375 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2376 char src0[50];
2377 char dst_str[50];
2379 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2380 shader_addline(buffer, "MOV TB, 0.0;\n");
2381 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2383 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2384 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2387 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2388 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2389 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2391 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2392 char src0[50];
2393 char dst_str[50];
2394 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2396 /* Handle output register */
2397 shader_arb_get_dst_param(ins, dst, dst_str);
2398 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2399 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2402 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2403 * Perform the 3rd row of a 3x3 matrix multiply */
2404 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2406 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2407 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2408 char dst_str[50], dst_name[50];
2409 char src0[50];
2410 BOOL is_color;
2412 shader_arb_get_dst_param(ins, dst, dst_str);
2413 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2414 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2415 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2416 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2419 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2420 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2421 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2422 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2424 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2426 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2427 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2428 char src0[50], dst_name[50];
2429 BOOL is_color;
2430 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2431 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2433 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2434 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2435 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2437 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2438 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2439 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2441 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2442 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2443 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2444 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2447 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2448 Vertex/Pixel shaders to ARB_vertex_program codes */
2449 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2451 int i;
2452 int nComponents = 0;
2453 struct wined3d_shader_dst_param tmp_dst = {{0}};
2454 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2455 struct wined3d_shader_instruction tmp_ins;
2457 memset(&tmp_ins, 0, sizeof(tmp_ins));
2459 /* Set constants for the temporary argument */
2460 tmp_ins.ctx = ins->ctx;
2461 tmp_ins.dst_count = 1;
2462 tmp_ins.dst = &tmp_dst;
2463 tmp_ins.src_count = 2;
2464 tmp_ins.src = tmp_src;
2466 switch(ins->handler_idx)
2468 case WINED3DSIH_M4x4:
2469 nComponents = 4;
2470 tmp_ins.handler_idx = WINED3DSIH_DP4;
2471 break;
2472 case WINED3DSIH_M4x3:
2473 nComponents = 3;
2474 tmp_ins.handler_idx = WINED3DSIH_DP4;
2475 break;
2476 case WINED3DSIH_M3x4:
2477 nComponents = 4;
2478 tmp_ins.handler_idx = WINED3DSIH_DP3;
2479 break;
2480 case WINED3DSIH_M3x3:
2481 nComponents = 3;
2482 tmp_ins.handler_idx = WINED3DSIH_DP3;
2483 break;
2484 case WINED3DSIH_M3x2:
2485 nComponents = 2;
2486 tmp_ins.handler_idx = WINED3DSIH_DP3;
2487 break;
2488 default:
2489 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2490 break;
2493 tmp_dst = ins->dst[0];
2494 tmp_src[0] = ins->src[0];
2495 tmp_src[1] = ins->src[1];
2496 for (i = 0; i < nComponents; ++i)
2498 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2499 shader_hw_map2gl(&tmp_ins);
2500 ++tmp_src[1].reg.idx[0].offset;
2504 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2506 *need_abs = FALSE;
2508 switch(mod)
2510 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2511 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2512 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2513 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2514 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2515 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2516 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2517 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2518 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2519 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2520 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2521 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2522 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2524 FIXME("Unknown modifier %u\n", mod);
2525 return mod;
2528 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2530 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2531 const char *instruction;
2532 struct wined3d_shader_src_param src0_copy = ins->src[0];
2533 BOOL need_abs = FALSE;
2535 char dst[50];
2536 char src[50];
2538 switch(ins->handler_idx)
2540 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2541 case WINED3DSIH_RCP: instruction = "RCP"; break;
2542 case WINED3DSIH_EXPP:
2543 if (ins->ctx->reg_maps->shader_version.major < 2)
2545 instruction = "EXP";
2546 break;
2548 /* Drop through. */
2549 case WINED3DSIH_EXP:
2550 instruction = "EX2";
2551 break;
2552 case WINED3DSIH_LOG:
2553 case WINED3DSIH_LOGP:
2554 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2555 * instruction, but notice that the output of those instructions is
2556 * different. */
2557 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2558 instruction = "LG2";
2559 break;
2560 default: instruction = "";
2561 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2562 break;
2565 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2566 * .w is used. */
2567 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2569 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2570 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2572 if(need_abs)
2574 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2575 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2577 else
2579 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2584 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2586 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2587 char dst_name[50];
2588 char src_name[50];
2589 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2590 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2591 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2593 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2594 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2596 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2597 * otherwise NRM or RSQ would return NaN */
2598 if(pshader && priv->target_version >= NV3)
2600 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2602 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2604 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2605 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2606 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2608 else if(priv->target_version >= NV2)
2610 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2611 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2612 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2613 src_name);
2615 else
2617 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2619 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2620 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2621 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2623 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2624 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2626 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2627 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2628 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2629 src_name);
2633 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2635 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2636 char dst_name[50];
2637 char src_name[3][50];
2639 /* ARB_fragment_program has a convenient LRP instruction */
2640 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2641 shader_hw_map2gl(ins);
2642 return;
2645 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2646 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2647 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2648 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2650 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2651 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2652 dst_name, src_name[0], src_name[2]);
2655 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2657 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2658 * must contain fixed constants. So we need a separate function to filter those constants and
2659 * can't use map2gl
2661 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2662 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2663 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2664 char dst_name[50];
2665 char src_name0[50], src_name1[50], src_name2[50];
2666 BOOL is_color;
2668 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2669 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2670 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2671 /* No modifiers are supported on SCS */
2672 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2674 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2676 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2677 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2679 } else if(priv->target_version >= NV2) {
2680 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2682 /* Sincos writemask must be .x, .y or .xy */
2683 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2684 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2685 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2686 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2687 } else {
2688 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2689 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2691 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2692 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2694 * The constants we get are:
2696 * +1 +1, -1 -1 +1 +1 -1 -1
2697 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2698 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2700 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2702 * (x/2)^2 = x^2 / 4
2703 * (x/2)^3 = x^3 / 8
2704 * (x/2)^4 = x^4 / 16
2705 * (x/2)^5 = x^5 / 32
2706 * etc
2708 * To get the final result:
2709 * sin(x) = 2 * sin(x/2) * cos(x/2)
2710 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2711 * (from sin(x+y) and cos(x+y) rules)
2713 * As per MSDN, dst.z is undefined after the operation, and so is
2714 * dst.x and dst.y if they're masked out by the writemask. Ie
2715 * sincos dst.y, src1, c0, c1
2716 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2717 * vsa.exe also stops with an error if the dest register is the same register as the source
2718 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2719 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2721 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2722 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2723 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2725 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2726 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2727 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2728 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2729 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2730 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2732 /* sin(x/2)
2734 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2735 * properly merge that with MULs in the code above?
2736 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2737 * we can merge the sine and cosine MAD rows to calculate them together.
2739 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2740 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2741 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2742 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2744 /* cos(x/2) */
2745 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2746 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2747 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2749 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2750 /* cos x */
2751 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2752 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2754 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2755 /* sin x */
2756 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2757 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2762 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2764 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2765 char dst_name[50];
2766 char src_name[50];
2767 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2769 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2770 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2772 /* SGN is only valid in vertex shaders */
2773 if(ctx->target_version >= NV2) {
2774 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2775 return;
2778 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2779 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2781 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2782 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2783 } else {
2784 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2785 * Then use TA, and calculate the final result
2787 * Not reading from TA? Store the first result in TA to avoid overwriting the
2788 * destination if src reg = dst reg
2790 if(strstr(src_name, "TA"))
2792 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2793 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2794 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2796 else
2798 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2799 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2800 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2805 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2807 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2808 char src[50];
2809 char dst[50];
2810 char dst_name[50];
2811 BOOL is_color;
2813 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2814 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2815 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2817 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2818 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2821 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2823 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2824 char src0[50], src1[50], dst[50];
2825 struct wined3d_shader_src_param src0_copy = ins->src[0];
2826 BOOL need_abs = FALSE;
2827 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2828 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2830 /* POW operates on the absolute value of the input */
2831 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2833 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2834 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2835 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2837 if (need_abs)
2838 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2839 else
2840 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2842 if (priv->target_version >= NV2)
2844 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2845 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2846 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2848 else
2850 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2851 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2853 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2854 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2855 /* Possibly add flt_eps to avoid getting float special values */
2856 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2857 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2858 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2859 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2863 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2865 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2866 char src_name[50];
2867 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2869 /* src0 is aL */
2870 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2872 if(vshader)
2874 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2875 struct list *e = list_head(&priv->control_frames);
2876 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2878 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2879 /* The constant loader makes sure to load -1 into iX.w */
2880 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2881 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2882 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2884 else
2886 shader_addline(buffer, "LOOP %s;\n", src_name);
2890 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2892 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2893 char src_name[50];
2894 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2896 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2898 /* The constant loader makes sure to load -1 into iX.w */
2899 if(vshader)
2901 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2902 struct list *e = list_head(&priv->control_frames);
2903 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2905 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2907 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2908 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2909 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2911 else
2913 shader_addline(buffer, "REP %s;\n", src_name);
2917 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2919 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2920 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2922 if(vshader)
2924 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2925 struct list *e = list_head(&priv->control_frames);
2926 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2928 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2929 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2930 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2932 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2934 else
2936 shader_addline(buffer, "ENDLOOP;\n");
2940 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2942 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2943 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2945 if(vshader)
2947 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2948 struct list *e = list_head(&priv->control_frames);
2949 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2951 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2952 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2953 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2955 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2957 else
2959 shader_addline(buffer, "ENDREP;\n");
2963 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2965 struct control_frame *control_frame;
2967 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2969 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2971 ERR("Could not find loop for break\n");
2972 return NULL;
2975 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2977 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2978 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2979 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2981 if(vshader)
2983 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2985 else
2987 shader_addline(buffer, "BRK;\n");
2991 static const char *get_compare(enum wined3d_shader_rel_op op)
2993 switch (op)
2995 case WINED3D_SHADER_REL_OP_GT: return "GT";
2996 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2997 case WINED3D_SHADER_REL_OP_GE: return "GE";
2998 case WINED3D_SHADER_REL_OP_LT: return "LT";
2999 case WINED3D_SHADER_REL_OP_NE: return "NE";
3000 case WINED3D_SHADER_REL_OP_LE: return "LE";
3001 default:
3002 FIXME("Unrecognized operator %#x.\n", op);
3003 return "(\?\?)";
3007 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3009 switch (op)
3011 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3012 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3013 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3014 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3015 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3016 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3017 default:
3018 FIXME("Unrecognized operator %#x.\n", op);
3019 return -1;
3023 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3025 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3026 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3027 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3028 char src_name0[50];
3029 char src_name1[50];
3030 const char *comp = get_compare(ins->flags);
3032 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3033 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3035 if(vshader)
3037 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3038 * away the subtraction result
3040 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3041 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3043 else
3045 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3046 shader_addline(buffer, "BRK (%s.x);\n", comp);
3050 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3052 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3053 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3054 struct list *e = list_head(&priv->control_frames);
3055 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3056 const char *comp;
3057 char src_name0[50];
3058 char src_name1[50];
3059 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3061 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3062 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3064 if(vshader)
3066 /* Invert the flag. We jump to the else label if the condition is NOT true */
3067 comp = get_compare(invert_compare(ins->flags));
3068 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3069 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3071 else
3073 comp = get_compare(ins->flags);
3074 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3075 shader_addline(buffer, "IF %s.x;\n", comp);
3079 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3081 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3082 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3083 struct list *e = list_head(&priv->control_frames);
3084 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3085 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3087 if(vshader)
3089 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3090 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3091 control_frame->had_else = TRUE;
3093 else
3095 shader_addline(buffer, "ELSE;\n");
3099 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3101 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3102 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3103 struct list *e = list_head(&priv->control_frames);
3104 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3105 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3107 if(vshader)
3109 if(control_frame->had_else)
3111 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3113 else
3115 shader_addline(buffer, "#No else branch. else is endif\n");
3116 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3119 else
3121 shader_addline(buffer, "ENDIF;\n");
3125 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3127 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3128 char reg_dest[40];
3129 char reg_src[3][40];
3130 WORD flags = TEX_DERIV;
3132 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3133 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3134 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3135 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3137 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3138 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3140 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3143 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3145 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3146 char reg_dest[40];
3147 char reg_coord[40];
3148 WORD flags = TEX_LOD;
3150 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3151 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3153 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3154 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3156 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3159 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3161 struct wined3d_string_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_string_buffer *buffer)
3178 unsigned int i;
3180 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3181 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3182 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3183 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3185 if (args->super.fog_src == VS_FOG_Z)
3187 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3189 else
3191 if (!reg_maps->fog)
3193 /* posFixup.x is always 1.0, so we can safely use it */
3194 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3196 else
3198 /* Clamp fogcoord */
3199 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3200 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3202 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3203 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3207 /* Clipplanes are always stored without y inversion */
3208 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3210 if (args->super.clip_enabled)
3212 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3214 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3218 else if (args->clip.boolclip.clip_texcoord)
3220 static const char component[4] = {'x', 'y', 'z', 'w'};
3221 unsigned int cur_clip = 0;
3222 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3224 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3226 if (args->clip.boolclip.clipplane_mask & (1u << i))
3228 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3229 component[cur_clip++], i);
3232 switch (cur_clip)
3234 case 0:
3235 shader_addline(buffer, "MOV TA, %s;\n", zero);
3236 break;
3237 case 1:
3238 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3239 break;
3240 case 2:
3241 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3242 break;
3243 case 3:
3244 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3245 break;
3247 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3248 args->clip.boolclip.clip_texcoord - 1);
3251 /* Write the final position.
3253 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3254 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3255 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3256 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3258 if (!gl_info->supported[ARB_CLIP_CONTROL])
3260 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3261 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3262 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3264 /* Z coord [0;1]->[-1;1] mapping, see comment in
3265 * get_projection_matrix() in utils.c. */
3266 if (need_helper_const(shader_data, reg_maps, gl_info))
3268 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3269 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3271 else
3273 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3274 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3278 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3280 priv_ctx->footer_written = TRUE;
3283 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3285 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3286 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3287 const struct wined3d_shader *shader = ins->ctx->shader;
3288 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3290 if(priv->target_version == ARB) return;
3292 if(vshader)
3294 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3295 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3298 shader_addline(buffer, "RET;\n");
3301 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3303 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3304 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3307 static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3309 const char *ptr, *line;
3310 GLint native, pos;
3312 if (TRACE_ON(d3d_shader))
3314 ptr = src;
3315 while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3318 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3319 checkGLcall("glProgramStringARB()");
3321 if (FIXME_ON(d3d_shader))
3323 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3324 if (pos != -1)
3326 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3327 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3328 ptr = src;
3329 while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3330 FIXME_(d3d_shader)("\n");
3332 return FALSE;
3336 if (WARN_ON(d3d_perf))
3338 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3339 checkGLcall("glGetProgramivARB()");
3340 if (!native)
3341 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3344 return TRUE;
3347 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3348 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3350 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3352 if(condcode)
3354 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3355 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3356 /* Calculate the > 0.0031308 case */
3357 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3358 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3359 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3360 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3361 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3362 /* Calculate the < case */
3363 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3365 else
3367 /* Calculate the > 0.0031308 case */
3368 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3369 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3370 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3371 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3372 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3373 /* Calculate the < case */
3374 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3375 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3376 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3377 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3378 /* Store the components > 0.0031308 in the destination */
3379 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3380 /* Add the components that are < 0.0031308 */
3381 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3382 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3383 * result.color writes(.rgb first, then .a), or handle overwriting already written
3384 * components. The assembler uses a temporary register in this case, which is usually
3385 * not allocated from one of our registers that were used earlier.
3388 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3391 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3393 const struct wined3d_shader_lconst *constant;
3395 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3397 if (constant->idx == idx)
3399 return constant->value;
3402 return NULL;
3405 static void init_ps_input(const struct wined3d_shader *shader,
3406 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3408 static const char * const texcoords[8] =
3410 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3411 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3413 unsigned int i;
3414 const struct wined3d_shader_signature_element *input;
3415 const char *semantic_name;
3416 DWORD semantic_idx;
3418 if (args->super.vp_mode == WINED3D_VP_MODE_SHADER)
3420 /* That one is easy. The vertex shaders provide v0-v7 in
3421 * fragment.texcoord and v8 and v9 in fragment.color. */
3422 for (i = 0; i < 8; ++i)
3424 priv->ps_input[i] = texcoords[i];
3426 priv->ps_input[8] = "fragment.color.primary";
3427 priv->ps_input[9] = "fragment.color.secondary";
3428 return;
3431 /* The fragment shader has to collect the varyings on its own. In any case
3432 * properly load color0 and color1. In the case of pre-transformed
3433 * vertices also load texture coordinates. Set other attributes to 0.0.
3435 * For fixed-function this behavior is correct, according to the tests.
3436 * For pre-transformed we'd either need a replacement shader that can load
3437 * other attributes like BINORMAL, or load the texture coordinate
3438 * attribute pointers to match the fragment shader signature. */
3439 for (i = 0; i < shader->input_signature.element_count; ++i)
3441 input = &shader->input_signature.elements[i];
3442 if (!(semantic_name = input->semantic_name))
3443 continue;
3444 semantic_idx = input->semantic_idx;
3446 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3448 if (!semantic_idx)
3449 priv->ps_input[input->register_idx] = "fragment.color.primary";
3450 else if (semantic_idx == 1)
3451 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3452 else
3453 priv->ps_input[input->register_idx] = "0.0";
3455 else if (args->super.vp_mode == WINED3D_VP_MODE_FF)
3457 priv->ps_input[input->register_idx] = "0.0";
3459 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3461 if (semantic_idx < 8)
3462 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3463 else
3464 priv->ps_input[input->register_idx] = "0.0";
3466 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3468 if (!semantic_idx)
3469 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3470 else
3471 priv->ps_input[input->register_idx] = "0.0";
3473 else
3475 priv->ps_input[input->register_idx] = "0.0";
3478 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3479 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3483 static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
3484 const char *fragcolor, const char *tmp)
3486 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3487 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3488 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3491 /* Context activation is done by the caller. */
3492 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3493 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3494 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3496 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3497 GLuint retval;
3498 char fragcolor[16];
3499 DWORD next_local = 0;
3500 struct shader_arb_ctx_priv priv_ctx;
3501 BOOL dcl_td = FALSE;
3502 BOOL want_nv_prog = FALSE;
3503 struct arb_pshader_private *shader_priv = shader->backend_data;
3504 DWORD map;
3505 BOOL custom_linear_fog = FALSE;
3507 char srgbtmp[4][4];
3508 char ftoa_tmp[17];
3509 unsigned int i, found = 0;
3511 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3513 if (!(map & 1)
3514 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3515 || (reg_maps->shader_version.major < 2 && !i))
3516 continue;
3518 sprintf(srgbtmp[found], "R%u", i);
3519 ++found;
3520 if (found == 4) break;
3523 switch(found) {
3524 case 0:
3525 sprintf(srgbtmp[0], "TA");
3526 sprintf(srgbtmp[1], "TB");
3527 sprintf(srgbtmp[2], "TC");
3528 sprintf(srgbtmp[3], "TD");
3529 dcl_td = TRUE;
3530 break;
3531 case 1:
3532 sprintf(srgbtmp[1], "TA");
3533 sprintf(srgbtmp[2], "TB");
3534 sprintf(srgbtmp[3], "TC");
3535 break;
3536 case 2:
3537 sprintf(srgbtmp[2], "TA");
3538 sprintf(srgbtmp[3], "TB");
3539 break;
3540 case 3:
3541 sprintf(srgbtmp[3], "TA");
3542 break;
3543 case 4:
3544 break;
3547 /* Create the hw ARB shader */
3548 memset(&priv_ctx, 0, sizeof(priv_ctx));
3549 priv_ctx.cur_ps_args = args;
3550 priv_ctx.compiled_fprog = compiled;
3551 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3552 init_ps_input(shader, args, &priv_ctx);
3553 list_init(&priv_ctx.control_frames);
3554 priv_ctx.ps_post_process = args->super.srgb_correction;
3556 /* Avoid enabling NV_fragment_program* if we do not need it.
3558 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3559 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3560 * is faster than what we gain from using higher native instructions. There are some things though
3561 * that cannot be emulated. In that case enable the extensions.
3562 * If the extension is enabled, instruction handlers that support both ways will use it.
3564 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3565 * So enable the best we can get.
3567 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3568 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3570 want_nv_prog = TRUE;
3573 shader_addline(buffer, "!!ARBfp1.0\n");
3574 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3576 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3577 priv_ctx.target_version = NV3;
3579 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3581 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3582 priv_ctx.target_version = NV2;
3583 } else {
3584 if(want_nv_prog)
3586 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3587 * limits properly
3589 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3590 ERR("Try GLSL\n");
3592 priv_ctx.target_version = ARB;
3595 if (reg_maps->rt_mask > 1)
3597 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3600 if (reg_maps->shader_version.major < 3)
3602 switch (args->super.fog)
3604 case WINED3D_FFP_PS_FOG_OFF:
3605 break;
3606 case WINED3D_FFP_PS_FOG_LINEAR:
3607 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3609 custom_linear_fog = TRUE;
3610 priv_ctx.ps_post_process = TRUE;
3611 break;
3613 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3614 break;
3615 case WINED3D_FFP_PS_FOG_EXP:
3616 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3617 break;
3618 case WINED3D_FFP_PS_FOG_EXP2:
3619 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3620 break;
3624 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3625 * unused temps away(but occupies them for the whole shader if they're used once). Always
3626 * declaring them avoids tricky bookkeeping work
3628 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3629 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3630 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3631 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3632 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3633 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3634 wined3d_ftoa(eps, ftoa_tmp);
3635 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3637 if (reg_maps->shader_version.major < 2)
3639 strcpy(fragcolor, "R0");
3641 else
3643 if (priv_ctx.ps_post_process)
3645 if (shader->u.ps.color0_mov)
3647 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3649 else
3651 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3652 strcpy(fragcolor, "TMP_COLOR");
3654 } else {
3655 strcpy(fragcolor, "result.color");
3659 if (args->super.srgb_correction)
3661 shader_addline(buffer, "PARAM srgb_consts0 = ");
3662 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
3663 shader_addline(buffer, ";\n");
3664 shader_addline(buffer, "PARAM srgb_consts1 = ");
3665 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
3666 shader_addline(buffer, ";\n");
3669 /* Base Declarations */
3670 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3672 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3674 unsigned char bump_const;
3676 if (!(map & 1)) continue;
3678 bump_const = compiled->numbumpenvmatconsts;
3679 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3680 compiled->bumpenvmatconst[bump_const].texunit = i;
3681 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3682 compiled->luminanceconst[bump_const].texunit = i;
3684 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3685 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3686 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3687 * textures due to conditional NP2 restrictions)
3689 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3690 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3691 * their location is shader dependent anyway and they cannot be loaded globally.
3693 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3694 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3695 i, compiled->bumpenvmatconst[bump_const].const_num);
3696 compiled->numbumpenvmatconsts = bump_const + 1;
3698 if (!(reg_maps->luminanceparams & (1u << i)))
3699 continue;
3701 compiled->luminanceconst[bump_const].const_num = next_local++;
3702 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3703 i, compiled->luminanceconst[bump_const].const_num);
3706 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
3708 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3709 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
3711 const DWORD *control_values = find_loop_control_values(shader, i);
3713 if(control_values)
3715 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3716 control_values[0], control_values[1], control_values[2]);
3718 else
3720 compiled->int_consts[i] = next_local;
3721 compiled->num_int_consts++;
3722 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3727 if(reg_maps->vpos || reg_maps->usesdsy)
3729 compiled->ycorrection = next_local;
3730 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3732 if(reg_maps->vpos)
3734 shader_addline(buffer, "TEMP vpos;\n");
3735 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3736 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3737 * ycorrection.z: 1.0
3738 * ycorrection.w: 0.0
3740 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3741 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3744 else
3746 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3749 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3750 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3751 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3752 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3753 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3754 * shader compilation errors and the subsequent errors when drawing with this shader. */
3755 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3756 unsigned char cur_fixup_sampler = 0;
3758 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3759 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3760 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3762 fixup->offset = next_local;
3763 fixup->super.active = 0;
3765 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3767 if (!(map & (1u << i)))
3768 continue;
3770 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts)
3772 fixup->super.active |= (1u << i);
3773 fixup->super.idx[i] = cur_fixup_sampler++;
3775 else
3777 FIXME("No free constant found to load NP2 fixup data into shader. "
3778 "Sampling from this texture will probably look wrong.\n");
3779 break;
3783 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3784 if (fixup->super.num_consts) {
3785 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3786 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3790 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3792 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3795 /* Base Shader Body */
3796 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
3797 return 0;
3799 if(args->super.srgb_correction) {
3800 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3801 priv_ctx.target_version >= NV2);
3804 if (custom_linear_fog)
3805 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3807 if(strcmp(fragcolor, "result.color")) {
3808 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3810 shader_addline(buffer, "END\n");
3812 /* TODO: change to resource.glObjectHandle or something like that */
3813 GL_EXTCALL(glGenProgramsARB(1, &retval));
3815 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3816 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3818 TRACE("Created hw pixel shader, prg=%d\n", retval);
3819 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3820 return 0;
3822 return retval;
3825 static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3827 unsigned int i;
3828 int ret;
3830 if (sig1->element_count != sig2->element_count)
3831 return sig1->element_count < sig2->element_count ? -1 : 1;
3833 for (i = 0; i < sig1->element_count; ++i)
3835 const struct wined3d_shader_signature_element *e1, *e2;
3837 e1 = &sig1->elements[i];
3838 e2 = &sig2->elements[i];
3840 if (!e1->semantic_name || !e2->semantic_name)
3842 /* Compare pointers, not contents. One string is NULL (element
3843 * does not exist), the other one is not NULL. */
3844 if (e1->semantic_name != e2->semantic_name)
3845 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3846 continue;
3849 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3850 return ret;
3851 if (e1->semantic_idx != e2->semantic_idx)
3852 return e1->semantic_idx < e2->semantic_idx ? -1 : 1;
3853 if (e1->sysval_semantic != e2->sysval_semantic)
3854 return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1;
3855 if (e1->component_type != e2->component_type)
3856 return e1->component_type < e2->component_type ? -1 : 1;
3857 if (e1->register_idx != e2->register_idx)
3858 return e1->register_idx < e2->register_idx ? -1 : 1;
3859 if (e1->mask != e2->mask)
3860 return e1->mask < e2->mask ? -1 : 1;
3862 return 0;
3865 static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
3867 unsigned int i;
3868 char *name;
3870 new->element_count = sig->element_count;
3871 new->elements = heap_calloc(new->element_count, sizeof(*new->elements));
3872 for (i = 0; i < sig->element_count; ++i)
3874 new->elements[i] = sig->elements[i];
3876 if (!new->elements[i].semantic_name)
3877 continue;
3879 /* Clone the semantic string */
3880 name = heap_alloc(strlen(sig->elements[i].semantic_name) + 1);
3881 strcpy(name, sig->elements[i].semantic_name);
3882 new->elements[i].semantic_name = name;
3886 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
3888 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3889 struct ps_signature *found_sig;
3891 if (entry)
3893 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3894 TRACE("Found existing signature %u\n", found_sig->idx);
3895 return found_sig->idx;
3897 found_sig = heap_alloc_zero(sizeof(*found_sig));
3898 clone_sig(&found_sig->sig, sig);
3899 found_sig->idx = priv->ps_sig_number++;
3900 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3901 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3903 ERR("Failed to insert program entry.\n");
3905 return found_sig->idx;
3908 static void init_output_registers(const struct wined3d_shader *shader,
3909 const struct wined3d_shader_signature *ps_input_sig,
3910 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3912 unsigned int i, j;
3913 static const char * const texcoords[8] =
3915 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3916 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3918 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3919 * and varying 9 to result.color.secondary
3921 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3923 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3924 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3925 "result.color.primary", "result.color.secondary"
3928 if (!ps_input_sig)
3930 TRACE("Pixel shader uses builtin varyings\n");
3931 /* Map builtins to builtins */
3932 for(i = 0; i < 8; i++)
3934 priv_ctx->texcrd_output[i] = texcoords[i];
3936 priv_ctx->color_output[0] = "result.color.primary";
3937 priv_ctx->color_output[1] = "result.color.secondary";
3938 priv_ctx->fog_output = "TMP_FOGCOORD";
3940 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3941 for (i = 0; i < shader->output_signature.element_count; ++i)
3943 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
3945 if (!output->semantic_name)
3946 continue;
3948 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
3950 TRACE("o%u is TMP_OUT\n", output->register_idx);
3951 if (!output->semantic_idx)
3952 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
3953 else
3954 priv_ctx->vs_output[output->register_idx] = "TA";
3956 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
3958 TRACE("o%u is result.pointsize\n", output->register_idx);
3959 if (!output->semantic_idx)
3960 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
3961 else
3962 priv_ctx->vs_output[output->register_idx] = "TA";
3964 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
3966 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
3967 if (!output->semantic_idx)
3968 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
3969 else if (output->semantic_idx == 1)
3970 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
3971 else priv_ctx->vs_output[output->register_idx] = "TA";
3973 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3975 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
3976 if (output->semantic_idx >= 8)
3977 priv_ctx->vs_output[output->register_idx] = "TA";
3978 else
3979 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
3981 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
3983 TRACE("o%u is result.fogcoord\n", output->register_idx);
3984 if (output->semantic_idx > 0)
3985 priv_ctx->vs_output[output->register_idx] = "TA";
3986 else
3987 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
3989 else
3991 priv_ctx->vs_output[output->register_idx] = "TA";
3994 return;
3997 TRACE("Pixel shader uses declared varyings\n");
3999 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4000 for(i = 0; i < 8; i++)
4002 priv_ctx->texcrd_output[i] = "TA";
4004 priv_ctx->color_output[0] = "TA";
4005 priv_ctx->color_output[1] = "TA";
4006 priv_ctx->fog_output = "TA";
4008 for (i = 0; i < ps_input_sig->element_count; ++i)
4010 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4012 if (!input->semantic_name)
4013 continue;
4015 /* If a declared input register is not written by builtin arguments, don't write to it.
4016 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4018 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4019 * to TMP_OUT in any case
4021 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4023 if (input->semantic_idx < 8)
4024 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4026 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4028 if (input->semantic_idx < 2)
4029 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4031 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4033 if (!input->semantic_idx)
4034 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4036 else
4038 continue;
4041 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4042 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4044 compiled->need_color_unclamp = TRUE;
4048 /* Map declared to declared */
4049 for (i = 0; i < shader->output_signature.element_count; ++i)
4051 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4053 /* Write unread output to TA to throw them away */
4054 priv_ctx->vs_output[output->register_idx] = "TA";
4056 if (!output->semantic_name)
4057 continue;
4059 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
4061 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4062 continue;
4064 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
4066 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4067 continue;
4070 for (j = 0; j < ps_input_sig->element_count; ++j)
4072 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4074 if (!input->semantic_name)
4075 continue;
4077 if (!strcmp(input->semantic_name, output->semantic_name)
4078 && input->semantic_idx == output->semantic_idx)
4080 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4082 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4083 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4085 compiled->need_color_unclamp = TRUE;
4092 /* Context activation is done by the caller. */
4093 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4094 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4095 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4096 const struct wined3d_shader_signature *ps_input_sig)
4098 const struct arb_vshader_private *shader_data = shader->backend_data;
4099 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4100 struct shader_arb_priv *priv = shader->device->shader_priv;
4101 GLuint ret;
4102 DWORD next_local = 0;
4103 struct shader_arb_ctx_priv priv_ctx;
4104 unsigned int i;
4106 memset(&priv_ctx, 0, sizeof(priv_ctx));
4107 priv_ctx.cur_vs_args = args;
4108 list_init(&priv_ctx.control_frames);
4109 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4111 /* Create the hw ARB shader */
4112 shader_addline(buffer, "!!ARBvp1.0\n");
4114 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4115 * mesurable performance penalty, and we can always make use of it for clipplanes.
4117 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4119 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4120 priv_ctx.target_version = NV3;
4121 shader_addline(buffer, "ADDRESS aL;\n");
4123 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4125 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4126 priv_ctx.target_version = NV2;
4127 shader_addline(buffer, "ADDRESS aL;\n");
4128 } else {
4129 priv_ctx.target_version = ARB;
4132 shader_addline(buffer, "TEMP TMP_OUT;\n");
4133 if (reg_maps->fog)
4134 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4135 if (need_helper_const(shader_data, reg_maps, gl_info))
4137 char ftoa_tmp[17];
4138 wined3d_ftoa(eps, ftoa_tmp);
4139 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4141 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4143 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4144 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4147 shader_addline(buffer, "TEMP TA;\n");
4148 shader_addline(buffer, "TEMP TB;\n");
4150 /* Base Declarations */
4151 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4152 &priv_ctx.vs_clipplanes, &priv_ctx);
4154 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4156 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4157 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
4159 const DWORD *control_values = find_loop_control_values(shader, i);
4161 if(control_values)
4163 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4164 control_values[0], control_values[1], control_values[2]);
4166 else
4168 compiled->int_consts[i] = next_local;
4169 compiled->num_int_consts++;
4170 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4175 /* We need a constant to fixup the final position */
4176 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4177 compiled->pos_fixup = next_local++;
4179 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4180 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4181 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4182 * a replacement shader depend on the texcoord.w being set properly.
4184 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4185 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4186 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4187 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4188 * this can eat a number of instructions, so skip it unless this cap is set as well
4190 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4192 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4193 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4195 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4197 int i;
4198 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4199 for(i = 0; i < MAX_REG_TEXCRD; i++)
4201 if (reg_maps->u.texcoord_mask[i] && reg_maps->u.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4202 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4207 /* The shader starts with the main function */
4208 priv_ctx.in_main_func = TRUE;
4209 /* Base Shader Body */
4210 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
4211 return -1;
4213 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4214 shader_data, args, reg_maps, gl_info, buffer);
4216 shader_addline(buffer, "END\n");
4218 /* TODO: change to resource.glObjectHandle or something like that */
4219 GL_EXTCALL(glGenProgramsARB(1, &ret));
4221 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4222 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4224 TRACE("Created hw vertex shader, prg=%d\n", ret);
4225 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4226 return -1;
4228 return ret;
4231 /* Context activation is done by the caller. */
4232 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4233 const struct arb_ps_compile_args *args)
4235 struct wined3d_device *device = shader->device;
4236 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4237 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4238 UINT i;
4239 DWORD new_size;
4240 struct arb_ps_compiled_shader *new_array;
4241 struct wined3d_string_buffer buffer;
4242 struct arb_pshader_private *shader_data;
4243 GLuint ret;
4245 if (!shader->backend_data)
4247 struct shader_arb_priv *priv = device->shader_priv;
4249 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4250 shader_data = shader->backend_data;
4251 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4253 if (shader->reg_maps.shader_version.major < 3)
4254 shader_data->input_signature_idx = ~0U;
4255 else
4256 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4258 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4260 if (!d3d_info->vs_clipping)
4261 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4262 d3d_info->limits.ffp_blend_stages - 1);
4263 else
4264 shader_data->clipplane_emulation = ~0U;
4266 shader_data = shader->backend_data;
4268 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4269 * so a linear search is more performant than a hashmap or a binary search
4270 * (cache coherency etc)
4272 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4274 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4275 return &shader_data->gl_shaders[i];
4278 TRACE("No matching GL shader found, compiling a new shader\n");
4279 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4280 if (shader_data->num_gl_shaders)
4282 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4283 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4284 new_size * sizeof(*shader_data->gl_shaders));
4286 else
4288 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4289 new_size = 1;
4292 if(!new_array) {
4293 ERR("Out of memory\n");
4294 return 0;
4296 shader_data->gl_shaders = new_array;
4297 shader_data->shader_array_size = new_size;
4300 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4302 pixelshader_update_resource_types(shader, args->super.tex_types);
4304 if (!string_buffer_init(&buffer))
4306 ERR("Failed to initialize shader buffer.\n");
4307 return 0;
4310 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4311 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4312 string_buffer_free(&buffer);
4313 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4315 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4318 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4319 const DWORD use_map, BOOL skip_int) {
4320 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4321 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4322 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4323 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4324 if(stored->ps_signature != new->ps_signature) return FALSE;
4325 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4326 if(skip_int) return TRUE;
4328 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4331 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4332 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4333 const struct wined3d_shader_signature *ps_input_sig)
4335 UINT i;
4336 DWORD new_size;
4337 struct arb_vs_compiled_shader *new_array;
4338 struct wined3d_string_buffer buffer;
4339 struct arb_vshader_private *shader_data;
4340 GLuint ret;
4342 if (!shader->backend_data)
4344 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4346 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4347 shader_data = shader->backend_data;
4349 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4350 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4352 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4354 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4355 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4356 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4358 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4359 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4360 else if (reg_maps->max_rel_offset > 63)
4361 shader_data->rel_offset = reg_maps->min_rel_offset;
4364 shader_data = shader->backend_data;
4366 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4367 * so a linear search is more performant than a hashmap or a binary search
4368 * (cache coherency etc)
4370 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4371 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4372 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4374 return &shader_data->gl_shaders[i];
4378 TRACE("No matching GL shader found, compiling a new shader\n");
4380 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4381 if (shader_data->num_gl_shaders)
4383 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4384 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4385 new_size * sizeof(*shader_data->gl_shaders));
4387 else
4389 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4390 new_size = 1;
4393 if(!new_array) {
4394 ERR("Out of memory\n");
4395 return 0;
4397 shader_data->gl_shaders = new_array;
4398 shader_data->shader_array_size = new_size;
4401 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4403 if (!string_buffer_init(&buffer))
4405 ERR("Failed to initialize shader buffer.\n");
4406 return 0;
4409 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4410 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4411 ps_input_sig);
4412 string_buffer_free(&buffer);
4413 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4415 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4418 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4419 const struct wined3d_context *context, const struct wined3d_shader *shader,
4420 struct arb_ps_compile_args *args)
4422 const struct wined3d_gl_info *gl_info = context->gl_info;
4423 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4424 int i;
4425 WORD int_skip;
4427 find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, context);
4429 /* This forces all local boolean constants to 1 to make them stateblock independent */
4430 args->bools = shader->reg_maps.local_bool_consts;
4432 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4434 if (state->ps_consts_b[i])
4435 args->bools |= ( 1u << i);
4438 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4439 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4440 * duplicate the shader than have a no-op KIL instruction in every shader
4442 if (!d3d_info->vs_clipping && use_vs(state)
4443 && state->render_states[WINED3D_RS_CLIPPING]
4444 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4445 args->clip = 1;
4446 else
4447 args->clip = 0;
4449 /* Skip if unused or local, or supported natively */
4450 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4451 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4453 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4454 return;
4457 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4459 if (int_skip & (1u << i))
4461 args->loop_ctrl[i][0] = 0;
4462 args->loop_ctrl[i][1] = 0;
4463 args->loop_ctrl[i][2] = 0;
4465 else
4467 args->loop_ctrl[i][0] = state->ps_consts_i[i].x;
4468 args->loop_ctrl[i][1] = state->ps_consts_i[i].y;
4469 args->loop_ctrl[i][2] = state->ps_consts_i[i].z;
4474 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4475 const struct wined3d_context *context, const struct wined3d_shader *shader,
4476 struct arb_vs_compile_args *args)
4478 const struct wined3d_device *device = shader->device;
4479 const struct wined3d_adapter *adapter = device->adapter;
4480 const struct wined3d_gl_info *gl_info = context->gl_info;
4481 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4482 int i;
4483 WORD int_skip;
4485 find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super, context);
4487 args->clip.boolclip_compare = 0;
4488 if (use_ps(state))
4490 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4491 const struct arb_pshader_private *shader_priv = ps->backend_data;
4492 args->ps_signature = shader_priv->input_signature_idx;
4494 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4496 else
4498 args->ps_signature = ~0;
4499 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4500 args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0;
4501 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4504 if (args->clip.boolclip.clip_texcoord)
4506 if (state->render_states[WINED3D_RS_CLIPPING])
4507 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4508 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4511 /* This forces all local boolean constants to 1 to make them stateblock independent */
4512 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4513 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4514 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4516 if (state->vs_consts_b[i])
4517 args->clip.boolclip.bools |= (1u << i);
4520 args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0];
4521 args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1];
4522 args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2];
4523 args->vertex.samplers[3] = 0;
4525 /* Skip if unused or local */
4526 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4527 /* This is about flow control, not clipping. */
4528 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4530 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4531 return;
4534 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4536 if (int_skip & (1u << i))
4538 args->loop_ctrl[i][0] = 0;
4539 args->loop_ctrl[i][1] = 0;
4540 args->loop_ctrl[i][2] = 0;
4542 else
4544 args->loop_ctrl[i][0] = state->vs_consts_i[i].x;
4545 args->loop_ctrl[i][1] = state->vs_consts_i[i].y;
4546 args->loop_ctrl[i][2] = state->vs_consts_i[i].z;
4551 /* Context activation is done by the caller. */
4552 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4553 const struct wined3d_state *state)
4555 struct shader_arb_priv *priv = shader_priv;
4556 const struct wined3d_gl_info *gl_info = context->gl_info;
4557 int i;
4559 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4560 if (use_ps(state))
4562 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4563 struct arb_ps_compile_args compile_args;
4564 struct arb_ps_compiled_shader *compiled;
4566 TRACE("Using pixel shader %p.\n", ps);
4567 find_arb_ps_compile_args(state, context, ps, &compile_args);
4568 compiled = find_arb_pshader(ps, &compile_args);
4569 priv->current_fprogram_id = compiled->prgId;
4570 priv->compiled_fprog = compiled;
4572 /* Bind the fragment program */
4573 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4574 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4576 if (!priv->use_arbfp_fixed_func)
4577 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4579 /* Enable OpenGL fragment programs. */
4580 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4581 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4583 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4585 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4586 * a 1.x and newer shader, reload the first 8 constants
4588 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4590 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4591 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4592 for(i = 0; i < 8; i++)
4594 priv->pshader_const_dirty[i] = 1;
4596 /* Also takes care of loading local constants */
4597 shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
4599 else
4601 UINT rt_height = state->fb->render_targets[0]->height;
4602 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4605 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4606 if (compiled->np2fixup_info.super.active)
4607 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4609 if (ps->load_local_constsF)
4610 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4612 else
4614 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4616 /* Disable only if we're not using arbfp fixed function fragment
4617 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4618 * enabled, and the fixed function pipeline will bind the fixed
4619 * function replacement shader. */
4620 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4621 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4622 priv->current_fprogram_id = 0;
4624 priv->fragment_pipe->enable_extension(gl_info, TRUE);
4627 if (use_vs(state))
4629 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4630 struct arb_vs_compile_args compile_args;
4631 struct arb_vs_compiled_shader *compiled;
4632 const struct wined3d_shader_signature *ps_input_sig;
4634 TRACE("Using vertex shader %p\n", vs);
4635 find_arb_vs_compile_args(state, context, vs, &compile_args);
4637 /* Instead of searching for the signature in the signature list, read the one from the
4638 * current pixel shader. It's maybe not the shader where the signature came from, but it
4639 * is the same signature and faster to find. */
4640 if (compile_args.ps_signature == ~0U)
4641 ps_input_sig = NULL;
4642 else
4643 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4645 compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map,
4646 &compile_args, ps_input_sig);
4647 priv->current_vprogram_id = compiled->prgId;
4648 priv->compiled_vprog = compiled;
4650 /* Bind the vertex program */
4651 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4652 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4654 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4656 /* Enable OpenGL vertex programs */
4657 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4658 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4659 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4660 shader_arb_vs_local_constants(compiled, context, state);
4662 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4663 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4665 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4667 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4668 checkGLcall("glClampColorARB");
4669 } else {
4670 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4674 if (vs->load_local_constsF)
4675 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4677 else
4679 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4681 priv->current_vprogram_id = 0;
4682 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4683 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4685 priv->vertex_pipe->vp_enable(gl_info, TRUE);
4689 static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context,
4690 const struct wined3d_state *state)
4692 ERR("Compute pipeline not supported by the ARB shader backend.\n");
4695 /* Context activation is done by the caller. */
4696 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4698 const struct wined3d_gl_info *gl_info = context->gl_info;
4699 struct shader_arb_priv *priv = shader_priv;
4701 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4703 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4704 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4705 priv->current_fprogram_id = 0;
4707 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4709 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4711 priv->current_vprogram_id = 0;
4712 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4713 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4715 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4717 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4719 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4720 checkGLcall("glClampColorARB");
4721 priv->last_vs_color_unclamp = FALSE;
4724 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
4725 | (1u << WINED3D_SHADER_TYPE_VERTEX)
4726 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
4727 | (1u << WINED3D_SHADER_TYPE_HULL)
4728 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
4729 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
4732 static void shader_arb_destroy(struct wined3d_shader *shader)
4734 struct wined3d_device *device = shader->device;
4735 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4737 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4739 struct arb_pshader_private *shader_data = shader->backend_data;
4740 UINT i;
4742 if(!shader_data) return; /* This can happen if a shader was never compiled */
4744 if (shader_data->num_gl_shaders)
4746 struct wined3d_context *context = context_acquire(device, NULL, 0);
4748 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4750 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4751 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4754 context_release(context);
4757 heap_free(shader_data->gl_shaders);
4758 heap_free(shader_data);
4759 shader->backend_data = NULL;
4761 else
4763 struct arb_vshader_private *shader_data = shader->backend_data;
4764 UINT i;
4766 if(!shader_data) return; /* This can happen if a shader was never compiled */
4768 if (shader_data->num_gl_shaders)
4770 struct wined3d_context *context = context_acquire(device, NULL, 0);
4772 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4774 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4775 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4778 context_release(context);
4781 heap_free(shader_data->gl_shaders);
4782 heap_free(shader_data);
4783 shader->backend_data = NULL;
4787 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4789 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4790 return compare_sig(key, &e->sig);
4793 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4794 const struct fragment_pipeline *fragment_pipe)
4796 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4797 struct fragment_caps fragment_caps;
4798 void *vertex_priv, *fragment_priv;
4799 struct shader_arb_priv *priv;
4801 if (!(priv = heap_alloc_zero(sizeof(*priv))))
4802 return E_OUTOFMEMORY;
4804 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4806 ERR("Failed to initialize vertex pipe.\n");
4807 heap_free(priv);
4808 return E_FAIL;
4811 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4813 ERR("Failed to initialize fragment pipe.\n");
4814 vertex_pipe->vp_free(device);
4815 heap_free(priv);
4816 return E_FAIL;
4819 memset(priv->vshader_const_dirty, 1,
4820 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4821 memset(priv->pshader_const_dirty, 1,
4822 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4824 wine_rb_init(&priv->signature_tree, sig_tree_compare);
4826 priv->vertex_pipe = vertex_pipe;
4827 priv->fragment_pipe = fragment_pipe;
4828 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4829 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4831 device->vertex_priv = vertex_priv;
4832 device->fragment_priv = fragment_priv;
4833 device->shader_priv = priv;
4835 return WINED3D_OK;
4838 static void release_signature(struct wine_rb_entry *entry, void *context)
4840 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4841 unsigned int i;
4843 for (i = 0; i < sig->sig.element_count; ++i)
4845 heap_free((char *)sig->sig.elements[i].semantic_name);
4847 heap_free(sig->sig.elements);
4848 heap_free(sig);
4851 /* Context activation is done by the caller. */
4852 static void shader_arb_free(struct wined3d_device *device)
4854 struct shader_arb_priv *priv = device->shader_priv;
4856 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4857 priv->fragment_pipe->free_private(device);
4858 priv->vertex_pipe->vp_free(device);
4859 heap_free(device->shader_priv);
4862 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
4864 return TRUE;
4867 static void shader_arb_free_context_data(struct wined3d_context *context)
4869 struct shader_arb_priv *priv;
4871 priv = context->device->shader_priv;
4872 if (priv->last_context == context)
4873 priv->last_context = NULL;
4876 static void shader_arb_init_context_state(struct wined3d_context *context) {}
4878 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4880 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4882 DWORD vs_consts;
4883 UINT vs_version;
4885 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4886 * for vertex programs. If the native limit is less than that it's
4887 * not very useful, and e.g. Mesa swrast returns 0, probably to
4888 * indicate it's a software implementation. */
4889 if (gl_info->limits.arb_vs_native_constants < 96)
4890 vs_consts = gl_info->limits.arb_vs_float_constants;
4891 else
4892 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4894 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4896 vs_version = 3;
4897 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4899 else if (vs_consts >= 256)
4901 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4902 vs_version = 2;
4903 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4905 else
4907 vs_version = 1;
4908 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4910 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
4911 caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, vs_consts);
4913 else
4915 caps->vs_version = 0;
4916 caps->vs_uniform_count = 0;
4919 caps->hs_version = 0;
4920 caps->ds_version = 0;
4921 caps->gs_version = 0;
4922 caps->cs_version = 0;
4924 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4926 DWORD ps_consts;
4927 UINT ps_version;
4929 /* Similar as above for vertex programs, but the minimum for fragment
4930 * programs is 24. */
4931 if (gl_info->limits.arb_ps_native_constants < 24)
4932 ps_consts = gl_info->limits.arb_ps_float_constants;
4933 else
4934 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4936 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4938 ps_version = 3;
4939 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4941 else if (ps_consts >= 32)
4943 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4944 ps_version = 2;
4945 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4947 else
4949 ps_version = 1;
4950 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4952 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
4953 caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, ps_consts);
4954 caps->ps_1x_max_value = 8.0f;
4956 else
4958 caps->ps_version = 0;
4959 caps->ps_uniform_count = 0;
4960 caps->ps_1x_max_value = 0.0f;
4963 caps->varying_count = 0;
4964 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
4965 if (use_nv_clip(gl_info))
4966 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
4969 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4971 /* We support everything except complex conversions. */
4972 return !is_complex_fixup(fixup);
4975 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4976 DWORD shift;
4977 char write_mask[20], regstr[50];
4978 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4979 BOOL is_color = FALSE;
4980 const struct wined3d_shader_dst_param *dst;
4982 if (!ins->dst_count) return;
4984 dst = &ins->dst[0];
4985 shift = dst->shift;
4986 if (!shift) return; /* Saturate alone is handled by the instructions */
4988 shader_arb_get_write_mask(ins, dst, write_mask);
4989 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4991 /* Generate a line that does the output modifier computation
4992 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4993 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4995 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4996 regstr, write_mask, regstr, shift_tab[shift]);
4999 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5001 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5002 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5003 /* WINED3DSIH_AND */ NULL,
5004 /* WINED3DSIH_ATOMIC_AND */ NULL,
5005 /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL,
5006 /* WINED3DSIH_ATOMIC_IADD */ NULL,
5007 /* WINED3DSIH_ATOMIC_IMAX */ NULL,
5008 /* WINED3DSIH_ATOMIC_IMIN */ NULL,
5009 /* WINED3DSIH_ATOMIC_OR */ NULL,
5010 /* WINED3DSIH_ATOMIC_UMAX */ NULL,
5011 /* WINED3DSIH_ATOMIC_UMIN */ NULL,
5012 /* WINED3DSIH_ATOMIC_XOR */ NULL,
5013 /* WINED3DSIH_BEM */ pshader_hw_bem,
5014 /* WINED3DSIH_BFI */ NULL,
5015 /* WINED3DSIH_BFREV */ NULL,
5016 /* WINED3DSIH_BREAK */ shader_hw_break,
5017 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5018 /* WINED3DSIH_BREAKP */ NULL,
5019 /* WINED3DSIH_BUFINFO */ NULL,
5020 /* WINED3DSIH_CALL */ shader_hw_call,
5021 /* WINED3DSIH_CALLNZ */ NULL,
5022 /* WINED3DSIH_CASE */ NULL,
5023 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5024 /* WINED3DSIH_CND */ pshader_hw_cnd,
5025 /* WINED3DSIH_CONTINUE */ NULL,
5026 /* WINED3DSIH_CONTINUEP */ NULL,
5027 /* WINED3DSIH_COUNTBITS */ NULL,
5028 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5029 /* WINED3DSIH_CUT */ NULL,
5030 /* WINED3DSIH_CUT_STREAM */ NULL,
5031 /* WINED3DSIH_DCL */ shader_hw_nop,
5032 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5033 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL,
5034 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
5035 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL,
5036 /* WINED3DSIH_DCL_GS_INSTANCES */ NULL,
5037 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
5038 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL,
5039 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
5040 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
5041 /* WINED3DSIH_DCL_INDEX_RANGE */ NULL,
5042 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ NULL,
5043 /* WINED3DSIH_DCL_INPUT */ NULL,
5044 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
5045 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5046 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
5047 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
5048 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
5049 /* WINED3DSIH_DCL_INPUT_SGV */ NULL,
5050 /* WINED3DSIH_DCL_INPUT_SIV */ NULL,
5051 /* WINED3DSIH_DCL_INTERFACE */ NULL,
5052 /* WINED3DSIH_DCL_OUTPUT */ NULL,
5053 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
5054 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
5055 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5056 /* WINED3DSIH_DCL_RESOURCE_RAW */ NULL,
5057 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
5058 /* WINED3DSIH_DCL_SAMPLER */ NULL,
5059 /* WINED3DSIH_DCL_STREAM */ NULL,
5060 /* WINED3DSIH_DCL_TEMPS */ NULL,
5061 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
5062 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
5063 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
5064 /* WINED3DSIH_DCL_TGSM_RAW */ NULL,
5065 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
5066 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
5067 /* WINED3DSIH_DCL_UAV_RAW */ NULL,
5068 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL,
5069 /* WINED3DSIH_DCL_UAV_TYPED */ NULL,
5070 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5071 /* WINED3DSIH_DEF */ shader_hw_nop,
5072 /* WINED3DSIH_DEFAULT */ NULL,
5073 /* WINED3DSIH_DEFB */ shader_hw_nop,
5074 /* WINED3DSIH_DEFI */ shader_hw_nop,
5075 /* WINED3DSIH_DIV */ NULL,
5076 /* WINED3DSIH_DP2 */ NULL,
5077 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5078 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5079 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5080 /* WINED3DSIH_DST */ shader_hw_map2gl,
5081 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5082 /* WINED3DSIH_DSX_COARSE */ NULL,
5083 /* WINED3DSIH_DSX_FINE */ NULL,
5084 /* WINED3DSIH_DSY */ shader_hw_dsy,
5085 /* WINED3DSIH_DSY_COARSE */ NULL,
5086 /* WINED3DSIH_DSY_FINE */ NULL,
5087 /* WINED3DSIH_ELSE */ shader_hw_else,
5088 /* WINED3DSIH_EMIT */ NULL,
5089 /* WINED3DSIH_EMIT_STREAM */ NULL,
5090 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5091 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5092 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5093 /* WINED3DSIH_ENDSWITCH */ NULL,
5094 /* WINED3DSIH_EQ */ NULL,
5095 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL,
5096 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5097 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5098 /* WINED3DSIH_F16TOF32 */ NULL,
5099 /* WINED3DSIH_F32TOF16 */ NULL,
5100 /* WINED3DSIH_FCALL */ NULL,
5101 /* WINED3DSIH_FIRSTBIT_HI */ NULL,
5102 /* WINED3DSIH_FIRSTBIT_LO */ NULL,
5103 /* WINED3DSIH_FIRSTBIT_SHI */ NULL,
5104 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5105 /* WINED3DSIH_FTOI */ NULL,
5106 /* WINED3DSIH_FTOU */ NULL,
5107 /* WINED3DSIH_GATHER4 */ NULL,
5108 /* WINED3DSIH_GATHER4_C */ NULL,
5109 /* WINED3DSIH_GATHER4_PO */ NULL,
5110 /* WINED3DSIH_GATHER4_PO_C */ NULL,
5111 /* WINED3DSIH_GE */ NULL,
5112 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
5113 /* WINED3DSIH_HS_DECLS */ NULL,
5114 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
5115 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
5116 /* WINED3DSIH_IADD */ NULL,
5117 /* WINED3DSIH_IBFE */ NULL,
5118 /* WINED3DSIH_IEQ */ NULL,
5119 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5120 /* WINED3DSIH_IFC */ shader_hw_ifc,
5121 /* WINED3DSIH_IGE */ NULL,
5122 /* WINED3DSIH_ILT */ NULL,
5123 /* WINED3DSIH_IMAD */ NULL,
5124 /* WINED3DSIH_IMAX */ NULL,
5125 /* WINED3DSIH_IMIN */ NULL,
5126 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL,
5127 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL,
5128 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL,
5129 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL,
5130 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL,
5131 /* WINED3DSIH_IMM_ATOMIC_IADD */ NULL,
5132 /* WINED3DSIH_IMM_ATOMIC_IMAX */ NULL,
5133 /* WINED3DSIH_IMM_ATOMIC_IMIN */ NULL,
5134 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL,
5135 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL,
5136 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL,
5137 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL,
5138 /* WINED3DSIH_IMUL */ NULL,
5139 /* WINED3DSIH_INE */ NULL,
5140 /* WINED3DSIH_INEG */ NULL,
5141 /* WINED3DSIH_ISHL */ NULL,
5142 /* WINED3DSIH_ISHR */ NULL,
5143 /* WINED3DSIH_ITOF */ NULL,
5144 /* WINED3DSIH_LABEL */ shader_hw_label,
5145 /* WINED3DSIH_LD */ NULL,
5146 /* WINED3DSIH_LD2DMS */ NULL,
5147 /* WINED3DSIH_LD_RAW */ NULL,
5148 /* WINED3DSIH_LD_STRUCTURED */ NULL,
5149 /* WINED3DSIH_LD_UAV_TYPED */ NULL,
5150 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5151 /* WINED3DSIH_LOD */ NULL,
5152 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5153 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5154 /* WINED3DSIH_LOOP */ shader_hw_loop,
5155 /* WINED3DSIH_LRP */ shader_hw_lrp,
5156 /* WINED3DSIH_LT */ NULL,
5157 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5158 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5159 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5160 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5161 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5162 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5163 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5164 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5165 /* WINED3DSIH_MOV */ shader_hw_mov,
5166 /* WINED3DSIH_MOVA */ shader_hw_mov,
5167 /* WINED3DSIH_MOVC */ NULL,
5168 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5169 /* WINED3DSIH_NE */ NULL,
5170 /* WINED3DSIH_NOP */ shader_hw_nop,
5171 /* WINED3DSIH_NOT */ NULL,
5172 /* WINED3DSIH_NRM */ shader_hw_nrm,
5173 /* WINED3DSIH_OR */ NULL,
5174 /* WINED3DSIH_PHASE */ shader_hw_nop,
5175 /* WINED3DSIH_POW */ shader_hw_pow,
5176 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5177 /* WINED3DSIH_REP */ shader_hw_rep,
5178 /* WINED3DSIH_RESINFO */ NULL,
5179 /* WINED3DSIH_RET */ shader_hw_ret,
5180 /* WINED3DSIH_RETP */ NULL,
5181 /* WINED3DSIH_ROUND_NE */ NULL,
5182 /* WINED3DSIH_ROUND_NI */ NULL,
5183 /* WINED3DSIH_ROUND_PI */ NULL,
5184 /* WINED3DSIH_ROUND_Z */ NULL,
5185 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5186 /* WINED3DSIH_SAMPLE */ NULL,
5187 /* WINED3DSIH_SAMPLE_B */ NULL,
5188 /* WINED3DSIH_SAMPLE_C */ NULL,
5189 /* WINED3DSIH_SAMPLE_C_LZ */ NULL,
5190 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5191 /* WINED3DSIH_SAMPLE_INFO */ NULL,
5192 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5193 /* WINED3DSIH_SAMPLE_POS */ NULL,
5194 /* WINED3DSIH_SETP */ NULL,
5195 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5196 /* WINED3DSIH_SGN */ shader_hw_sgn,
5197 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5198 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5199 /* WINED3DSIH_SQRT */ NULL,
5200 /* WINED3DSIH_STORE_RAW */ NULL,
5201 /* WINED3DSIH_STORE_STRUCTURED */ NULL,
5202 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
5203 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5204 /* WINED3DSIH_SWAPC */ NULL,
5205 /* WINED3DSIH_SWITCH */ NULL,
5206 /* WINED3DSIH_SYNC */ NULL,
5207 /* WINED3DSIH_TEX */ pshader_hw_tex,
5208 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5209 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5210 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5211 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5212 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5213 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5214 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5215 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5216 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5217 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5218 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5219 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5220 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5221 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5222 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5223 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5224 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5225 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5226 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5227 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5228 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5229 /* WINED3DSIH_UBFE */ NULL,
5230 /* WINED3DSIH_UDIV */ NULL,
5231 /* WINED3DSIH_UGE */ NULL,
5232 /* WINED3DSIH_ULT */ NULL,
5233 /* WINED3DSIH_UMAX */ NULL,
5234 /* WINED3DSIH_UMIN */ NULL,
5235 /* WINED3DSIH_UMUL */ NULL,
5236 /* WINED3DSIH_USHR */ NULL,
5237 /* WINED3DSIH_UTOF */ NULL,
5238 /* WINED3DSIH_XOR */ NULL,
5241 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5242 const struct wined3d_shader *shader, DWORD idx)
5244 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5245 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5246 const struct wined3d_shader_lconst *constant;
5247 WORD bools = 0;
5248 WORD flag = (1u << idx);
5249 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5251 if (reg_maps->local_bool_consts & flag)
5253 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5254 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5256 if (constant->idx == idx)
5258 return constant->value[0];
5261 ERR("Local constant not found\n");
5262 return FALSE;
5264 else
5266 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5267 else bools = priv->cur_ps_args->bools;
5268 return bools & flag;
5272 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5273 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5275 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5276 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5278 /* Integer constants can either be a local constant, or they can be stored in the shader
5279 * type specific compile args. */
5280 if (reg_maps->local_int_consts & (1u << idx))
5282 const struct wined3d_shader_lconst *constant;
5284 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5286 if (constant->idx == idx)
5288 loop_control->count = constant->value[0];
5289 loop_control->start = constant->value[1];
5290 /* Step is signed. */
5291 loop_control->step = (int)constant->value[2];
5292 return;
5295 /* If this happens the flag was set incorrectly */
5296 ERR("Local constant not found\n");
5297 loop_control->count = 0;
5298 loop_control->start = 0;
5299 loop_control->step = 0;
5300 return;
5303 switch (reg_maps->shader_version.type)
5305 case WINED3D_SHADER_TYPE_VERTEX:
5306 /* Count and aL start value are unsigned */
5307 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5308 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5309 /* Step is signed. */
5310 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5311 break;
5313 case WINED3D_SHADER_TYPE_PIXEL:
5314 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5315 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5316 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5317 break;
5319 default:
5320 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5321 break;
5325 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5327 struct wined3d_shader_src_param *src_param = NULL, *rel_addr;
5328 struct wined3d_shader_dst_param *dst_param;
5329 struct recorded_instruction *rec;
5330 unsigned int i;
5332 if (!(rec = heap_alloc_zero(sizeof(*rec))))
5334 ERR("Out of memory\n");
5335 return;
5338 rec->ins = *ins;
5339 if (!(dst_param = heap_alloc(sizeof(*dst_param))))
5340 goto free;
5341 *dst_param = *ins->dst;
5342 if (ins->dst->reg.idx[0].rel_addr)
5344 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5345 goto free;
5346 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5347 dst_param->reg.idx[0].rel_addr = rel_addr;
5349 rec->ins.dst = dst_param;
5351 if (!(src_param = heap_calloc(ins->src_count, sizeof(*src_param))))
5352 goto free;
5353 for (i = 0; i < ins->src_count; ++i)
5355 src_param[i] = ins->src[i];
5356 if (ins->src[i].reg.idx[0].rel_addr)
5358 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5359 goto free;
5360 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5361 src_param[i].reg.idx[0].rel_addr = rel_addr;
5364 rec->ins.src = src_param;
5365 list_add_tail(list, &rec->entry);
5366 return;
5368 free:
5369 ERR("Out of memory\n");
5370 if (dst_param)
5372 heap_free((void *)dst_param->reg.idx[0].rel_addr);
5373 heap_free(dst_param);
5375 if (src_param)
5377 for (i = 0; i < ins->src_count; ++i)
5379 heap_free((void *)src_param[i].reg.idx[0].rel_addr);
5381 heap_free(src_param);
5383 heap_free(rec);
5386 static void free_recorded_instruction(struct list *list)
5388 struct recorded_instruction *rec_ins, *entry2;
5389 unsigned int i;
5391 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5393 list_remove(&rec_ins->entry);
5394 if (rec_ins->ins.dst)
5396 heap_free((void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5397 heap_free((void *)rec_ins->ins.dst);
5399 if (rec_ins->ins.src)
5401 for (i = 0; i < rec_ins->ins.src_count; ++i)
5403 heap_free((void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5405 heap_free((void *)rec_ins->ins.src);
5407 heap_free(rec_ins);
5411 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5413 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5414 struct control_frame *control_frame;
5416 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5418 struct list *e = list_head(&priv->control_frames);
5419 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5420 list_remove(&control_frame->entry);
5421 heap_free(control_frame);
5422 priv->loop_depth--;
5424 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5426 /* Non-ifc ENDIFs were already handled previously. */
5427 struct list *e = list_head(&priv->control_frames);
5428 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5429 list_remove(&control_frame->entry);
5430 heap_free(control_frame);
5434 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5435 SHADER_HANDLER hw_fct;
5436 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5437 const struct wined3d_shader *shader = ins->ctx->shader;
5438 struct control_frame *control_frame;
5439 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5440 BOOL bool_const;
5442 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5444 control_frame = heap_alloc_zero(sizeof(*control_frame));
5445 list_add_head(&priv->control_frames, &control_frame->entry);
5447 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5448 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5450 if(priv->target_version >= NV2)
5452 control_frame->no.loop = priv->num_loops++;
5453 priv->loop_depth++;
5455 else
5457 /* Don't bother recording when we're in a not used if branch */
5458 if(priv->muted)
5460 return;
5463 if(!priv->recording)
5465 list_init(&priv->record);
5466 priv->recording = TRUE;
5467 control_frame->outer_loop = TRUE;
5468 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5469 return; /* Instruction is handled */
5471 /* Record this loop in the outer loop's recording */
5474 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5476 if(priv->target_version >= NV2)
5478 /* Nothing to do. The control frame is popped after the HW instr handler */
5480 else
5482 struct list *e = list_head(&priv->control_frames);
5483 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5484 list_remove(&control_frame->entry);
5486 if(control_frame->outer_loop)
5488 unsigned int iteration;
5489 int aL = 0;
5490 struct list copy;
5492 /* Turn off recording before playback */
5493 priv->recording = FALSE;
5495 /* Move the recorded instructions to a separate list and get them out of the private data
5496 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5497 * be recorded again, thus priv->record might be overwritten
5499 list_init(&copy);
5500 list_move_tail(&copy, &priv->record);
5501 list_init(&priv->record);
5503 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5505 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5506 control_frame->loop_control.count, control_frame->loop_control.start,
5507 control_frame->loop_control.step);
5508 aL = control_frame->loop_control.start;
5510 else
5512 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5515 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5517 struct recorded_instruction *rec_ins;
5518 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5520 priv->aL = aL;
5521 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5523 else
5525 shader_addline(buffer, "#Iteration %u\n", iteration);
5528 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5530 shader_arb_handle_instruction(&rec_ins->ins);
5533 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5535 aL += control_frame->loop_control.step;
5538 shader_addline(buffer, "#end loop/rep\n");
5540 free_recorded_instruction(&copy);
5541 heap_free(control_frame);
5542 return; /* Instruction is handled */
5544 else
5546 /* This is a nested loop. Proceed to the normal recording function */
5547 heap_free(control_frame);
5552 if(priv->recording)
5554 record_instruction(&priv->record, ins);
5555 return;
5558 /* boolean if */
5559 if(ins->handler_idx == WINED3DSIH_IF)
5561 control_frame = heap_alloc_zero(sizeof(*control_frame));
5562 list_add_head(&priv->control_frames, &control_frame->entry);
5563 control_frame->type = IF;
5565 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5566 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5567 bool_const = !bool_const;
5568 if (!priv->muted && !bool_const)
5570 shader_addline(buffer, "#if(FALSE){\n");
5571 priv->muted = TRUE;
5572 control_frame->muting = TRUE;
5574 else shader_addline(buffer, "#if(TRUE) {\n");
5576 return; /* Instruction is handled */
5578 else if(ins->handler_idx == WINED3DSIH_IFC)
5580 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5581 control_frame = heap_alloc_zero(sizeof(*control_frame));
5582 control_frame->type = IFC;
5583 control_frame->no.ifc = priv->num_ifcs++;
5584 list_add_head(&priv->control_frames, &control_frame->entry);
5586 else if(ins->handler_idx == WINED3DSIH_ELSE)
5588 struct list *e = list_head(&priv->control_frames);
5589 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5591 if(control_frame->type == IF)
5593 shader_addline(buffer, "#} else {\n");
5594 if(!priv->muted && !control_frame->muting)
5596 priv->muted = TRUE;
5597 control_frame->muting = TRUE;
5599 else if(control_frame->muting) priv->muted = FALSE;
5600 return; /* Instruction is handled. */
5602 /* In case of an ifc, generate a HW shader instruction */
5603 if (control_frame->type != IFC)
5604 ERR("Control frame does not match.\n");
5606 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5608 struct list *e = list_head(&priv->control_frames);
5609 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5611 if(control_frame->type == IF)
5613 shader_addline(buffer, "#} endif\n");
5614 if(control_frame->muting) priv->muted = FALSE;
5615 list_remove(&control_frame->entry);
5616 heap_free(control_frame);
5617 return; /* Instruction is handled */
5619 /* In case of an ifc, generate a HW shader instruction */
5620 if (control_frame->type != IFC)
5621 ERR("Control frame does not match.\n");
5624 if(priv->muted)
5626 pop_control_frame(ins);
5627 return;
5630 /* Select handler */
5631 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5633 /* Unhandled opcode */
5634 if (!hw_fct)
5636 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
5637 return;
5639 hw_fct(ins);
5641 pop_control_frame(ins);
5643 shader_arb_add_instruction_modifiers(ins);
5646 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5648 struct shader_arb_priv *priv = shader_priv;
5650 return priv->ffp_proj_control;
5653 static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {}
5655 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5657 shader_arb_handle_instruction,
5658 shader_arb_precompile,
5659 shader_arb_select,
5660 shader_arb_select_compute,
5661 shader_arb_disable,
5662 shader_arb_update_float_vertex_constants,
5663 shader_arb_update_float_pixel_constants,
5664 shader_arb_load_constants,
5665 shader_arb_destroy,
5666 shader_arb_alloc,
5667 shader_arb_free,
5668 shader_arb_allocate_context_data,
5669 shader_arb_free_context_data,
5670 shader_arb_init_context_state,
5671 shader_arb_get_caps,
5672 shader_arb_color_fixup_supported,
5673 shader_arb_has_ffp_proj_control,
5676 /* ARB_fragment_program fixed function pipeline replacement definitions */
5677 #define ARB_FFP_CONST_TFACTOR 0
5678 #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5679 #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5680 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5681 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5682 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5683 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5685 struct arbfp_ffp_desc
5687 struct ffp_frag_desc parent;
5688 GLuint shader;
5691 /* Context activation is done by the caller. */
5692 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5694 if (enable)
5696 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5697 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5699 else
5701 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5702 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5706 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5708 struct shader_arb_priv *priv;
5710 /* Share private data between the shader backend and the pipeline
5711 * replacement, if both are the arb implementation. This is needed to
5712 * figure out whether ARBfp should be disabled if no pixel shader is bound
5713 * or not. */
5714 if (shader_backend == &arb_program_shader_backend)
5715 priv = shader_priv;
5716 else if (!(priv = heap_alloc_zero(sizeof(*priv))))
5717 return NULL;
5719 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
5720 priv->use_arbfp_fixed_func = TRUE;
5722 return priv;
5725 /* Context activation is done by the caller. */
5726 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5728 const struct wined3d_gl_info *gl_info = context;
5729 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5731 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5732 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5733 heap_free(entry_arb);
5736 /* Context activation is done by the caller. */
5737 static void arbfp_free(struct wined3d_device *device)
5739 struct shader_arb_priv *priv = device->fragment_priv;
5741 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5742 priv->use_arbfp_fixed_func = FALSE;
5744 if (device->shader_backend != &arb_program_shader_backend)
5745 heap_free(device->fragment_priv);
5748 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5750 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5751 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5752 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
5753 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5754 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5755 WINED3DTEXOPCAPS_SELECTARG1 |
5756 WINED3DTEXOPCAPS_SELECTARG2 |
5757 WINED3DTEXOPCAPS_MODULATE4X |
5758 WINED3DTEXOPCAPS_MODULATE2X |
5759 WINED3DTEXOPCAPS_MODULATE |
5760 WINED3DTEXOPCAPS_ADDSIGNED2X |
5761 WINED3DTEXOPCAPS_ADDSIGNED |
5762 WINED3DTEXOPCAPS_ADD |
5763 WINED3DTEXOPCAPS_SUBTRACT |
5764 WINED3DTEXOPCAPS_ADDSMOOTH |
5765 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5766 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5767 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5768 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5769 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5770 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5771 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5772 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5773 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5774 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5775 WINED3DTEXOPCAPS_MULTIPLYADD |
5776 WINED3DTEXOPCAPS_LERP |
5777 WINED3DTEXOPCAPS_BUMPENVMAP |
5778 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5780 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5782 caps->MaxTextureBlendStages = MAX_TEXTURES;
5783 caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_TEXTURES);
5786 static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5788 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5791 static void state_texfactor_arbfp(struct wined3d_context *context,
5792 const struct wined3d_state *state, DWORD state_id)
5794 const struct wined3d_gl_info *gl_info = context->gl_info;
5795 struct wined3d_device *device = context->device;
5796 struct wined3d_color color;
5798 if (device->shader_backend == &arb_program_shader_backend)
5800 struct shader_arb_priv *priv;
5802 /* Don't load the parameter if we're using an arbfp pixel shader,
5803 * otherwise we'll overwrite application provided constants. */
5804 if (use_ps(state))
5805 return;
5807 priv = device->shader_priv;
5808 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5809 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5812 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
5813 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r));
5814 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
5817 static void state_tss_constant_arbfp(struct wined3d_context *context,
5818 const struct wined3d_state *state, DWORD state_id)
5820 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5821 const struct wined3d_gl_info *gl_info = context->gl_info;
5822 struct wined3d_device *device = context->device;
5823 struct wined3d_color color;
5825 if (device->shader_backend == &arb_program_shader_backend)
5827 struct shader_arb_priv *priv;
5829 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5830 * application provided constants.
5832 if (use_ps(state))
5833 return;
5835 priv = device->shader_priv;
5836 priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(stage)] = 1;
5837 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(stage) + 1);
5840 wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
5841 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r));
5842 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
5845 static void state_arb_specularenable(struct wined3d_context *context,
5846 const struct wined3d_state *state, DWORD state_id)
5848 const struct wined3d_gl_info *gl_info = context->gl_info;
5849 struct wined3d_device *device = context->device;
5850 float col[4];
5852 if (device->shader_backend == &arb_program_shader_backend)
5854 struct shader_arb_priv *priv;
5856 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5857 * application provided constants.
5859 if (use_ps(state))
5860 return;
5862 priv = device->shader_priv;
5863 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5864 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5867 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5869 /* The specular color has no alpha */
5870 col[0] = 1.0f; col[1] = 1.0f;
5871 col[2] = 1.0f; col[3] = 0.0f;
5872 } else {
5873 col[0] = 0.0f; col[1] = 0.0f;
5874 col[2] = 0.0f; col[3] = 0.0f;
5876 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5877 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5880 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5882 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5883 const struct wined3d_gl_info *gl_info = context->gl_info;
5884 struct wined3d_device *device = context->device;
5885 float mat[2][2];
5887 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5889 if (device->shader_backend == &arb_program_shader_backend)
5891 struct shader_arb_priv *priv = device->shader_priv;
5893 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5894 if (use_ps(state))
5895 return;
5897 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5898 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5901 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5902 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5903 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5904 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5906 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5907 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5910 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5911 const struct wined3d_state *state, DWORD state_id)
5913 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5914 const struct wined3d_gl_info *gl_info = context->gl_info;
5915 struct wined3d_device *device = context->device;
5916 float param[4];
5918 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5920 if (device->shader_backend == &arb_program_shader_backend)
5922 struct shader_arb_priv *priv = device->shader_priv;
5924 /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
5925 if (use_ps(state))
5926 return;
5928 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5929 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5932 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5933 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5934 param[2] = 0.0f;
5935 param[3] = 0.0f;
5937 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5938 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5941 static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5943 const struct wined3d_gl_info *gl_info = context->gl_info;
5944 int glParm;
5945 float ref;
5947 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5949 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
5951 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
5952 checkGLcall("glEnable GL_ALPHA_TEST");
5954 else
5956 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
5957 checkGLcall("glDisable GL_ALPHA_TEST");
5958 return;
5961 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
5962 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
5964 if (glParm)
5966 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
5967 checkGLcall("glAlphaFunc");
5971 static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5973 const struct wined3d_texture *texture = state->textures[0];
5974 const struct wined3d_gl_info *gl_info = context->gl_info;
5975 struct wined3d_device *device = context->device;
5976 struct wined3d_color float_key[2];
5978 if (!texture)
5979 return;
5981 if (device->shader_backend == &arb_program_shader_backend)
5983 struct shader_arb_priv *priv;
5985 /* Don't load the parameter if we're using an arbfp pixel shader,
5986 * otherwise we'll overwrite application provided constants. */
5987 if (use_ps(state))
5988 return;
5990 priv = device->shader_priv;
5991 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_LOW] = 1;
5992 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_HIGH] = 1;
5993 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY_HIGH + 1);
5996 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
5998 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r));
5999 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
6000 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r));
6001 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
6004 static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
6006 const char *ret;
6008 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
6010 switch(arg & WINED3DTA_SELECTMASK) {
6011 case WINED3DTA_DIFFUSE:
6012 ret = "fragment.color.primary"; break;
6014 case WINED3DTA_CURRENT:
6015 ret = "ret";
6016 break;
6018 case WINED3DTA_TEXTURE:
6019 switch(stage) {
6020 case 0: ret = "tex0"; break;
6021 case 1: ret = "tex1"; break;
6022 case 2: ret = "tex2"; break;
6023 case 3: ret = "tex3"; break;
6024 case 4: ret = "tex4"; break;
6025 case 5: ret = "tex5"; break;
6026 case 6: ret = "tex6"; break;
6027 case 7: ret = "tex7"; break;
6028 default: ret = "unknown texture";
6030 break;
6032 case WINED3DTA_TFACTOR:
6033 ret = "tfactor"; break;
6035 case WINED3DTA_SPECULAR:
6036 ret = "fragment.color.secondary"; break;
6038 case WINED3DTA_TEMP:
6039 ret = "tempreg"; break;
6041 case WINED3DTA_CONSTANT:
6042 switch(stage) {
6043 case 0: ret = "const0"; break;
6044 case 1: ret = "const1"; break;
6045 case 2: ret = "const2"; break;
6046 case 3: ret = "const3"; break;
6047 case 4: ret = "const4"; break;
6048 case 5: ret = "const5"; break;
6049 case 6: ret = "const6"; break;
6050 case 7: ret = "const7"; break;
6051 default: ret = "unknown constant";
6053 break;
6055 default:
6056 return "unknown";
6059 if(arg & WINED3DTA_COMPLEMENT) {
6060 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6061 if(argnum == 0) ret = "arg0";
6062 if(argnum == 1) ret = "arg1";
6063 if(argnum == 2) ret = "arg2";
6065 if(arg & WINED3DTA_ALPHAREPLICATE) {
6066 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6067 if(argnum == 0) ret = "arg0";
6068 if(argnum == 1) ret = "arg1";
6069 if(argnum == 2) ret = "arg2";
6071 return ret;
6074 static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6075 BOOL alpha, BOOL tmp_dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6077 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6078 unsigned int mul = 1;
6080 if (color && alpha)
6081 dstmask = "";
6082 else if (color)
6083 dstmask = ".xyz";
6084 else
6085 dstmask = ".w";
6087 dstreg = tmp_dst ? "tempreg" : "ret";
6089 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6090 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6091 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6093 switch (op)
6095 case WINED3D_TOP_DISABLE:
6096 break;
6098 case WINED3D_TOP_SELECT_ARG2:
6099 arg1 = arg2;
6100 /* FALLTHROUGH */
6101 case WINED3D_TOP_SELECT_ARG1:
6102 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6103 break;
6105 case WINED3D_TOP_MODULATE_4X:
6106 mul = 2;
6107 /* FALLTHROUGH */
6108 case WINED3D_TOP_MODULATE_2X:
6109 mul *= 2;
6110 /* FALLTHROUGH */
6111 case WINED3D_TOP_MODULATE:
6112 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6113 break;
6115 case WINED3D_TOP_ADD_SIGNED_2X:
6116 mul = 2;
6117 /* FALLTHROUGH */
6118 case WINED3D_TOP_ADD_SIGNED:
6119 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6120 arg2 = "arg2";
6121 /* FALLTHROUGH */
6122 case WINED3D_TOP_ADD:
6123 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6124 break;
6126 case WINED3D_TOP_SUBTRACT:
6127 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6128 break;
6130 case WINED3D_TOP_ADD_SMOOTH:
6131 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6132 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6133 break;
6135 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6136 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6137 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6138 break;
6139 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6140 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6141 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6142 break;
6143 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6144 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6145 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6146 break;
6147 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6148 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6149 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6150 break;
6152 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6153 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6154 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6155 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6156 break;
6158 /* D3DTOP_PREMODULATE ???? */
6160 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6161 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6162 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6163 break;
6164 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6165 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6166 break;
6167 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6168 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6169 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6170 break;
6171 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6172 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6173 break;
6175 case WINED3D_TOP_DOTPRODUCT3:
6176 mul = 4;
6177 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6178 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6179 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6180 break;
6182 case WINED3D_TOP_MULTIPLY_ADD:
6183 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6184 break;
6186 case WINED3D_TOP_LERP:
6187 /* The msdn is not quite right here */
6188 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6189 break;
6191 case WINED3D_TOP_BUMPENVMAP:
6192 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6193 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6194 break;
6196 default:
6197 FIXME("Unhandled texture op %08x\n", op);
6200 if (mul == 2)
6201 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6202 else if (mul == 4)
6203 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6206 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
6208 switch(type)
6210 case WINED3D_GL_RES_TYPE_TEX_1D:
6211 return "1D";
6212 case WINED3D_GL_RES_TYPE_TEX_2D:
6213 return "2D";
6214 case WINED3D_GL_RES_TYPE_TEX_3D:
6215 return "3D";
6216 case WINED3D_GL_RES_TYPE_TEX_CUBE:
6217 return "CUBE";
6218 case WINED3D_GL_RES_TYPE_TEX_RECT:
6219 return "RECT";
6220 default:
6221 return "unexpected_resource_type";
6225 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6227 BYTE tex_read = 0, bump_used = 0, luminance_used = 0, constant_used = 0;
6228 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6229 unsigned int stage, lowest_disabled_stage;
6230 struct wined3d_string_buffer buffer;
6231 struct color_fixup_masks masks;
6232 BOOL custom_linear_fog = FALSE;
6233 const char *textype, *instr;
6234 DWORD arg0, arg1, arg2;
6235 char colorcor_dst[8];
6236 BOOL op_equal;
6237 GLuint ret;
6239 if (!string_buffer_init(&buffer))
6241 ERR("Failed to initialize shader buffer.\n");
6242 return 0;
6245 shader_addline(&buffer, "!!ARBfp1.0\n");
6247 if (settings->color_key_enabled)
6249 shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
6250 shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
6251 tex_read |= 1;
6254 /* Find out which textures are read */
6255 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6257 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6258 break;
6260 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6261 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6262 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6264 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6265 tex_read |= 1u << stage;
6266 if (settings->op[stage].tmp_dst)
6267 tempreg_used = TRUE;
6268 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6269 tempreg_used = TRUE;
6270 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6271 tfactor_used = TRUE;
6272 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6273 constant_used |= 1u << stage;
6275 switch (settings->op[stage].cop)
6277 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6278 luminance_used |= 1u << stage;
6279 /* fall through */
6280 case WINED3D_TOP_BUMPENVMAP:
6281 bump_used |= 1u << stage;
6282 /* fall through */
6283 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6284 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6285 tex_read |= 1u << stage;
6286 break;
6288 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6289 tfactor_used = TRUE;
6290 break;
6292 default:
6293 break;
6296 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6297 continue;
6299 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6300 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6301 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6303 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6304 tex_read |= 1u << stage;
6305 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6306 tempreg_used = TRUE;
6307 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6308 tfactor_used = TRUE;
6309 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6310 constant_used |= 1u << stage;
6312 lowest_disabled_stage = stage;
6314 switch (settings->fog)
6316 case WINED3D_FFP_PS_FOG_OFF: break;
6317 case WINED3D_FFP_PS_FOG_LINEAR:
6318 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6320 custom_linear_fog = TRUE;
6321 break;
6323 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6324 break;
6326 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6327 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6328 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6331 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6332 shader_addline(&buffer, "TEMP TMP;\n");
6333 shader_addline(&buffer, "TEMP ret;\n");
6334 if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6335 shader_addline(&buffer, "TEMP arg0;\n");
6336 shader_addline(&buffer, "TEMP arg1;\n");
6337 shader_addline(&buffer, "TEMP arg2;\n");
6338 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6340 if (constant_used & (1u << stage))
6341 shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
6343 if (!(tex_read & (1u << stage)))
6344 continue;
6346 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6348 if (!(bump_used & (1u << stage)))
6349 continue;
6350 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6352 if (!(luminance_used & (1u << stage)))
6353 continue;
6354 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6356 if (tfactor_used)
6357 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6358 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6360 if (settings->sRGB_write)
6362 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6363 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
6364 shader_addline(&buffer, ";\n");
6365 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6366 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
6367 shader_addline(&buffer, ";\n");
6370 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6371 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6373 if (tempreg_used || settings->sRGB_write)
6374 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6376 /* Generate texture sampling instructions */
6377 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6379 if (!(tex_read & (1u << stage)))
6380 continue;
6382 textype = arbfp_texture_target(settings->op[stage].tex_type);
6384 if (settings->op[stage].projected == WINED3D_PROJECTION_NONE)
6386 instr = "TEX";
6388 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4
6389 || settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6391 instr = "TXP";
6393 else
6395 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6396 instr = "TXP";
6399 if (stage > 0
6400 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6401 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6403 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6404 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6405 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6406 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6408 /* With projective textures, texbem only divides the static
6409 * texture coordinate, not the displacement, so multiply the
6410 * displacement with the dividing parameter before passing it to
6411 * TXP. */
6412 if (settings->op[stage].projected != WINED3D_PROJECTION_NONE)
6414 if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4)
6416 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6417 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n",
6418 stage, stage);
6420 else
6422 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6423 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n",
6424 stage, stage);
6427 else
6429 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6432 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6433 instr, stage, stage, textype);
6434 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6436 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6437 stage - 1, stage - 1, stage - 1);
6438 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6441 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6443 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6444 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6445 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6446 instr, stage, stage, textype);
6448 else
6450 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6451 instr, stage, stage, stage, textype);
6454 sprintf(colorcor_dst, "tex%u", stage);
6455 masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL);
6456 gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
6457 settings->op[stage].color_fixup, masks);
6460 if (settings->color_key_enabled)
6462 shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6463 shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6464 shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */
6465 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6466 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6467 shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */
6470 shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
6472 /* Generate the main shader */
6473 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6475 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6476 break;
6478 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6479 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6480 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6481 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6482 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6483 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6484 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6485 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6486 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6487 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6488 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6489 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6490 else
6491 op_equal = settings->op[stage].aop == settings->op[stage].cop
6492 && settings->op[stage].carg0 == settings->op[stage].aarg0
6493 && settings->op[stage].carg1 == settings->op[stage].aarg1
6494 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6496 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6498 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6499 settings->op[stage].cop, settings->op[stage].carg0,
6500 settings->op[stage].carg1, settings->op[stage].carg2);
6502 else if (op_equal)
6504 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].tmp_dst,
6505 settings->op[stage].cop, settings->op[stage].carg0,
6506 settings->op[stage].carg1, settings->op[stage].carg2);
6508 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
6509 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6511 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6512 settings->op[stage].cop, settings->op[stage].carg0,
6513 settings->op[stage].carg1, settings->op[stage].carg2);
6514 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].tmp_dst,
6515 settings->op[stage].aop, settings->op[stage].aarg0,
6516 settings->op[stage].aarg1, settings->op[stage].aarg2);
6520 if (settings->sRGB_write || custom_linear_fog)
6522 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6523 if (settings->sRGB_write)
6524 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6525 if (custom_linear_fog)
6526 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6527 shader_addline(&buffer, "MOV result.color, ret;\n");
6529 else
6531 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6534 /* Footer */
6535 shader_addline(&buffer, "END\n");
6537 /* Generate the shader */
6538 GL_EXTCALL(glGenProgramsARB(1, &ret));
6539 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6540 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
6542 string_buffer_free(&buffer);
6543 return ret;
6546 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6548 const struct wined3d_gl_info *gl_info = context->gl_info;
6549 const struct wined3d_device *device = context->device;
6550 struct shader_arb_priv *priv = device->fragment_priv;
6551 BOOL use_pshader = use_ps(state);
6552 struct ffp_frag_settings settings;
6553 const struct arbfp_ffp_desc *desc;
6554 unsigned int i;
6556 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6558 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6560 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6562 /* Reload fixed function constants since they collide with the
6563 * pixel shader constants. */
6564 for (i = 0; i < MAX_TEXTURES; ++i)
6566 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6567 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6569 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6570 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6571 color_key_arbfp(context, state, STATE_COLOR_KEY);
6573 else if (use_pshader)
6575 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6577 return;
6580 if (!use_pshader)
6582 /* Find or create a shader implementing the fixed function pipeline
6583 * settings, then activate it. */
6584 gen_ffp_frag_op(context, state, &settings, FALSE);
6585 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6586 if (!desc)
6588 struct arbfp_ffp_desc *new_desc;
6590 if (!(new_desc = heap_alloc(sizeof(*new_desc))))
6592 ERR("Out of memory\n");
6593 return;
6596 new_desc->parent.settings = settings;
6597 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6598 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6599 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6600 desc = new_desc;
6603 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6604 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6605 * deactivate it.
6607 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6608 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6609 priv->current_fprogram_id = desc->shader;
6611 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6613 /* Reload fixed function constants since they collide with the
6614 * pixel shader constants. */
6615 for (i = 0; i < MAX_TEXTURES; ++i)
6617 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6618 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6620 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6621 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6622 color_key_arbfp(context, state, STATE_COLOR_KEY);
6624 context->last_was_pshader = FALSE;
6626 else if (!context->last_was_pshader)
6628 if (device->shader_backend == &arb_program_shader_backend)
6629 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6630 context->last_was_pshader = TRUE;
6633 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6636 /* We can't link the fog states to the fragment state directly since the
6637 * vertex pipeline links them to FOGENABLE. A different linking in different
6638 * pipeline parts can't be expressed in the combined state table, so we need
6639 * to handle that with a forwarding function. The other invisible side effect
6640 * is that changing the fog start and fog end (which links to FOGENABLE in
6641 * vertex) results in the fragment_prog_arbfp function being called because
6642 * FOGENABLE is dirty, which calls this function here. */
6643 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6645 enum fogsource new_source;
6646 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6647 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6649 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6651 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6652 fragment_prog_arbfp(context, state, state_id);
6654 if (!state->render_states[WINED3D_RS_FOGENABLE])
6655 return;
6657 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6659 if (use_vs(state))
6661 new_source = FOGSOURCE_VS;
6663 else
6665 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6666 new_source = FOGSOURCE_COORD;
6667 else
6668 new_source = FOGSOURCE_FFP;
6671 else
6673 new_source = FOGSOURCE_FFP;
6676 if (new_source != context->fog_source || fogstart == fogend)
6678 context->fog_source = new_source;
6679 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6683 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6685 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6686 fragment_prog_arbfp(context, state, state_id);
6689 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6691 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6692 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6693 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6694 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6695 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6696 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6697 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6698 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6699 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6700 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6701 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6702 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6703 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6704 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6728 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6729 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6730 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6732 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6733 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6734 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6735 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6736 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6737 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6739 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6740 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6741 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6742 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6743 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6744 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6745 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6746 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6747 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6748 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6749 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6750 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6751 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6752 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6753 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6754 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6755 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6756 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6757 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6758 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6759 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6760 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6761 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6762 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6763 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6764 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6765 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6766 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6767 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6768 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6769 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6770 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6771 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6772 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6773 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6774 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6775 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6776 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6777 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6778 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6779 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6780 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6781 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6782 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6783 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6784 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6785 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6786 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6787 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6788 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6789 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6790 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6791 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6792 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6793 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6794 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6795 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6796 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6797 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6798 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6799 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6800 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6801 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6802 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6803 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6804 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6805 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6806 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6807 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6808 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6809 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6810 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6811 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6812 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6813 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6814 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6815 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
6816 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6817 {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
6818 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6819 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6820 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6821 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6822 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6823 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6824 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6825 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6826 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6827 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6828 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6829 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6830 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6831 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6832 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6833 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6834 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6835 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6836 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6837 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6838 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6839 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6840 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6841 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6842 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6843 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6844 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
6845 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6848 static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
6850 return TRUE;
6853 static void arbfp_free_context_data(struct wined3d_context *context)
6857 const struct fragment_pipeline arbfp_fragment_pipeline = {
6858 arbfp_enable,
6859 arbfp_get_caps,
6860 arbfp_get_emul_mask,
6861 arbfp_alloc,
6862 arbfp_free,
6863 arbfp_alloc_context_data,
6864 arbfp_free_context_data,
6865 shader_arb_color_fixup_supported,
6866 arbfp_fragmentstate_template,
6869 struct arbfp_blit_type
6871 enum complex_fixup fixup : 4;
6872 enum wined3d_gl_resource_type res_type : 3;
6873 DWORD use_color_key : 1;
6874 DWORD padding : 24;
6877 struct arbfp_blit_desc
6879 GLuint shader;
6880 struct arbfp_blit_type type;
6881 struct wine_rb_entry entry;
6884 #define ARBFP_BLIT_PARAM_SIZE 0
6885 #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
6886 #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
6888 struct wined3d_arbfp_blitter
6890 struct wined3d_blitter blitter;
6891 struct wine_rb_tree shaders;
6892 GLuint palette_texture;
6895 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6897 const struct arbfp_blit_type *ka = key;
6898 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6900 return memcmp(ka, kb, sizeof(*ka));
6903 /* Context activation is done by the caller. */
6904 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *ctx)
6906 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6907 const struct wined3d_gl_info *gl_info;
6908 struct wined3d_context *context;
6910 context = ctx;
6911 gl_info = context->gl_info;
6913 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6914 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6915 heap_free(entry_arb);
6918 /* Context activation is done by the caller. */
6919 static void arbfp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
6921 const struct wined3d_gl_info *gl_info = context->gl_info;
6922 struct wined3d_arbfp_blitter *arbfp_blitter;
6923 struct wined3d_blitter *next;
6925 if ((next = blitter->next))
6926 next->ops->blitter_destroy(next, context);
6928 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
6930 wine_rb_destroy(&arbfp_blitter->shaders, arbfp_free_blit_shader, context);
6931 checkGLcall("Delete blit programs");
6933 if (arbfp_blitter->palette_texture)
6934 gl_info->gl_ops.gl.p_glDeleteTextures(1, &arbfp_blitter->palette_texture);
6936 heap_free(arbfp_blitter);
6939 static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer,
6940 const struct arbfp_blit_type *type, char *luminance)
6942 char chroma;
6943 const char *tex, *texinstr = "TXP";
6945 if (type->fixup == COMPLEX_FIXUP_UYVY)
6947 chroma = 'x';
6948 *luminance = 'w';
6950 else
6952 chroma = 'w';
6953 *luminance = 'x';
6956 tex = arbfp_texture_target(type->res_type);
6957 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
6958 texinstr = "TEX";
6960 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6961 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6962 * filtering when we sample the texture.
6964 * These are the rules for reading the chroma:
6966 * Even pixel: Cr
6967 * Even pixel: U
6968 * Odd pixel: V
6970 * So we have to get the sampling x position in non-normalized coordinates in integers
6972 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
6974 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6975 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6977 else
6979 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6981 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6982 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6983 * 0.5, so add 0.5.
6985 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6986 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6988 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
6989 * and 0.75 for the even and odd pixels respectively. */
6990 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6991 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6993 /* Sample Pixel 1. */
6994 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6996 /* Put the value into either of the chroma values */
6997 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6998 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6999 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7000 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
7002 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
7003 * the pixel right to the current one. Otherwise, sample the left pixel.
7004 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
7006 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
7007 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
7008 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7010 /* Put the value into the other chroma */
7011 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7012 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
7013 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7014 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
7016 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7017 * the current one and lerp the two U and V values
7020 /* This gives the correctly filtered luminance value */
7021 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
7024 static void gen_yv12_read(struct wined3d_string_buffer *buffer,
7025 const struct arbfp_blit_type *type, char *luminance)
7027 const char *tex;
7028 static const float yv12_coef[]
7029 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7031 tex = arbfp_texture_target(type->res_type);
7033 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7034 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7035 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7036 * pitch of the luminance plane, the packing into the gl texture is a bit
7037 * unfortunate. If the whole texture is interpreted as luminance data it looks
7038 * approximately like this:
7040 * +----------------------------------+----
7041 * | |
7042 * | |
7043 * | |
7044 * | |
7045 * | | 2
7046 * | LUMINANCE | -
7047 * | | 3
7048 * | |
7049 * | |
7050 * | |
7051 * | |
7052 * +----------------+-----------------+----
7053 * | | |
7054 * | V even rows | V odd rows |
7055 * | | | 1
7056 * +----------------+------------------ -
7057 * | | | 3
7058 * | U even rows | U odd rows |
7059 * | | |
7060 * +----------------+-----------------+----
7061 * | | |
7062 * | 0.5 | 0.5 |
7064 * So it appears as if there are 4 chroma images, but in fact the odd rows
7065 * in the chroma images are in the same row as the even ones. So it is
7066 * kinda tricky to read
7068 * When reading from rectangle textures, keep in mind that the input y coordinates
7069 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7071 shader_addline(buffer, "PARAM yv12_coef = ");
7072 shader_arb_append_imm_vec4(buffer, yv12_coef);
7073 shader_addline(buffer, ";\n");
7075 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7076 /* the chroma planes have only half the width */
7077 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7079 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7080 * the coordinate. Also read the right side of the image when reading odd lines
7082 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7083 * bleeding
7085 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7087 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7089 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7091 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7092 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7094 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7095 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7096 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7097 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7098 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7100 /* clamp, keep the half pixel origin in mind */
7101 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7102 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7103 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7104 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7106 else
7108 /* The y coordinate for V is in the range [size, size + size / 4). */
7109 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7110 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7112 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7113 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7114 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7115 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7116 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7117 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7119 /* Make sure to read exactly from the pixel center */
7120 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7121 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7123 /* Clamp */
7124 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7125 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7126 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7127 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7128 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7130 /* Read the texture, put the result into the output register */
7131 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7132 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7134 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7135 * No need to clamp because we're just reusing the already clamped value from above
7137 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7138 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7139 else
7140 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7141 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7142 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7144 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7145 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7146 * values due to filtering
7148 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7149 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7151 /* Multiply the y coordinate by 2/3 and clamp it */
7152 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7153 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7154 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7155 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7157 else
7159 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7160 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7161 * is bigger
7163 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7164 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7165 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7167 *luminance = 'a';
7170 static void gen_nv12_read(struct wined3d_string_buffer *buffer,
7171 const struct arbfp_blit_type *type, char *luminance)
7173 const char *tex;
7174 static const float nv12_coef[]
7175 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7177 tex = arbfp_texture_target(type->res_type);
7179 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7180 * sized plane where each component is an UV pair. So the effective
7181 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7182 * data it looks approximately like this:
7184 * +----------------------------------+----
7185 * | |
7186 * | |
7187 * | |
7188 * | |
7189 * | | 2
7190 * | LUMINANCE | -
7191 * | | 3
7192 * | |
7193 * | |
7194 * | |
7195 * | |
7196 * +----------------------------------+----
7197 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7198 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7199 * | | 1
7200 * | | -
7201 * | | 3
7202 * | |
7203 * | |
7204 * +----------------------------------+----
7206 * When reading from rectangle textures, keep in mind that the input y coordinates
7207 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7209 shader_addline(buffer, "PARAM nv12_coef = ");
7210 shader_arb_append_imm_vec4(buffer, nv12_coef);
7211 shader_addline(buffer, ";\n");
7213 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7214 /* We only have half the number of chroma pixels. */
7215 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7217 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7219 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7220 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7222 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7224 /* We must not allow filtering horizontally, this would mix U and V.
7225 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7226 * 0.5, so add 0.5. */
7228 /* Convert to non-normalized coordinates so we can find the
7229 * individual pixel. */
7230 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7231 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7232 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7233 * add 0.5 to hit the center of the pixel. */
7234 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7236 /* Convert back to normalized coordinates. */
7237 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7239 /* Clamp, keep the half pixel origin in mind. */
7240 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7241 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7242 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7243 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7245 else
7247 /* The y coordinate for chroma is in the range [size, size + size / 2). */
7248 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7250 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7251 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7252 * add 0.5 to hit the center of the pixel. */
7253 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7255 /* Clamp */
7256 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7257 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7258 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7259 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7260 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7262 /* Read the texture, put the result into the output register. */
7263 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7264 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7266 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7268 /* Add 1/size.x */
7269 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7271 else
7273 /* Add 1 */
7274 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7276 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7277 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7279 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7280 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7281 * values due to filtering. */
7282 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7283 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7285 /* Multiply the y coordinate by 2/3 and clamp it */
7286 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7287 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7288 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7289 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7291 else
7293 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7294 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7295 * is bigger
7297 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7298 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7299 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7301 *luminance = 'a';
7304 /* Context activation is done by the caller. */
7305 static GLuint gen_p8_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7307 GLuint shader;
7308 struct wined3d_string_buffer buffer;
7309 const char *tex_target = arbfp_texture_target(type->res_type);
7311 /* This should not happen because we only use this conversion for
7312 * present blits which don't use color keying. */
7313 if (type->use_color_key)
7314 FIXME("Implement P8 color keying.\n");
7316 /* Shader header */
7317 if (!string_buffer_init(&buffer))
7319 ERR("Failed to initialize shader buffer.\n");
7320 return 0;
7323 GL_EXTCALL(glGenProgramsARB(1, &shader));
7324 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7325 if (!shader)
7327 string_buffer_free(&buffer);
7328 return 0;
7331 shader_addline(&buffer, "!!ARBfp1.0\n");
7332 shader_addline(&buffer, "TEMP index;\n");
7334 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7335 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7337 /* The alpha-component contains the palette index */
7338 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7340 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7341 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7343 /* Use the alpha-component as an index in the palette to get the final color */
7344 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7345 shader_addline(&buffer, "END\n");
7347 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7349 string_buffer_free(&buffer);
7351 return shader;
7354 /* Context activation is done by the caller. */
7355 static void upload_palette(struct wined3d_arbfp_blitter *blitter,
7356 const struct wined3d_texture *texture, struct wined3d_context *context)
7358 const struct wined3d_palette *palette = texture->swapchain ? texture->swapchain->palette : NULL;
7359 const struct wined3d_gl_info *gl_info = context->gl_info;
7361 if (!blitter->palette_texture)
7362 gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
7364 GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
7365 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture);
7367 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7369 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7370 /* Make sure we have discrete color levels. */
7371 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7372 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7373 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7374 if (palette)
7376 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7377 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7379 else
7381 static const DWORD black;
7382 FIXME("P8 surface loaded without a palette.\n");
7383 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7384 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7387 /* Switch back to unit 0 in which the 2D texture will be stored. */
7388 context_active_texture(context, gl_info, 0);
7391 /* Context activation is done by the caller. */
7392 static GLuint gen_yuv_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7394 GLuint shader;
7395 struct wined3d_string_buffer buffer;
7396 char luminance_component;
7398 if (type->use_color_key)
7399 FIXME("Implement YUV color keying.\n");
7401 /* Shader header */
7402 if (!string_buffer_init(&buffer))
7404 ERR("Failed to initialize shader buffer.\n");
7405 return 0;
7408 GL_EXTCALL(glGenProgramsARB(1, &shader));
7409 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7410 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7411 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7412 if (!shader)
7414 string_buffer_free(&buffer);
7415 return 0;
7418 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7419 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7420 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7421 * each single pixel it contains, and one U and one V value shared between both
7422 * pixels.
7424 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7425 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7426 * take the format into account when generating the read swizzles
7428 * Reading the Y value is straightforward - just sample the texture. The hardware
7429 * takes care of filtering in the horizontal and vertical direction.
7431 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7432 * because that would mix the U and V values of one pixel or two adjacent pixels.
7433 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7434 * regardless of the filtering setting. Vertical filtering works automatically
7435 * though - the U and V values of two rows are mixed nicely.
7437 * Apart of avoiding filtering issues, the code has to know which value it just
7438 * read, and where it can find the other one. To determine this, it checks if
7439 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7441 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7442 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7444 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7445 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7446 * in an unfiltered situation. Finding the luminance on the other hand requires
7447 * finding out if it is an odd or even pixel. The real drawback of this approach
7448 * is filtering. This would have to be emulated completely in the shader, reading
7449 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7450 * vertically. Beyond that it would require adjustments to the texture handling
7451 * code to deal with the width scaling
7453 shader_addline(&buffer, "!!ARBfp1.0\n");
7454 shader_addline(&buffer, "TEMP luminance;\n");
7455 shader_addline(&buffer, "TEMP temp;\n");
7456 shader_addline(&buffer, "TEMP chroma;\n");
7457 shader_addline(&buffer, "TEMP texcrd;\n");
7458 shader_addline(&buffer, "TEMP texcrd2;\n");
7459 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7460 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7461 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7463 switch (type->fixup)
7465 case COMPLEX_FIXUP_UYVY:
7466 case COMPLEX_FIXUP_YUY2:
7467 gen_packed_yuv_read(&buffer, type, &luminance_component);
7468 break;
7470 case COMPLEX_FIXUP_YV12:
7471 gen_yv12_read(&buffer, type, &luminance_component);
7472 break;
7474 case COMPLEX_FIXUP_NV12:
7475 gen_nv12_read(&buffer, type, &luminance_component);
7476 break;
7478 default:
7479 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7480 string_buffer_free(&buffer);
7481 return 0;
7484 /* Calculate the final result. Formula is taken from
7485 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7486 * ranges from -0.5 to 0.5
7488 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7490 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7491 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7492 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7493 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7494 shader_addline(&buffer, "END\n");
7496 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7498 string_buffer_free(&buffer);
7500 return shader;
7503 /* Context activation is done by the caller. */
7504 static GLuint arbfp_gen_plain_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7506 GLuint shader;
7507 struct wined3d_string_buffer buffer;
7508 const char *tex_target = arbfp_texture_target(type->res_type);
7510 /* Shader header */
7511 if (!string_buffer_init(&buffer))
7513 ERR("Failed to initialize shader buffer.\n");
7514 return 0;
7517 GL_EXTCALL(glGenProgramsARB(1, &shader));
7518 if (!shader)
7520 string_buffer_free(&buffer);
7521 return 0;
7523 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7525 shader_addline(&buffer, "!!ARBfp1.0\n");
7527 if (type->use_color_key)
7529 shader_addline(&buffer, "TEMP color;\n");
7530 shader_addline(&buffer, "TEMP less, greater;\n");
7531 shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW);
7532 shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH);
7533 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7534 shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */
7535 shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */
7536 shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */
7537 shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */
7538 shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */
7539 shader_addline(&buffer, "KIL -less;\n"); /* discard if true */
7540 shader_addline(&buffer, "MOV result.color, color;\n");
7542 else
7544 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7547 shader_addline(&buffer, "END\n");
7549 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7551 string_buffer_free(&buffer);
7553 return shader;
7556 /* Context activation is done by the caller. */
7557 static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wined3d_context *context,
7558 const struct wined3d_texture *texture, unsigned int sub_resource_idx,
7559 const struct wined3d_color_key *color_key)
7561 enum complex_fixup fixup;
7562 const struct wined3d_gl_info *gl_info = context->gl_info;
7563 struct wine_rb_entry *entry;
7564 struct arbfp_blit_type type;
7565 struct arbfp_blit_desc *desc;
7566 struct wined3d_color float_color_key[2];
7567 struct wined3d_vec4 size;
7568 unsigned int level;
7569 GLuint shader;
7571 level = sub_resource_idx % texture->level_count;
7572 size.x = wined3d_texture_get_level_pow2_width(texture, level);
7573 size.y = wined3d_texture_get_level_pow2_height(texture, level);
7574 size.z = 1.0f;
7575 size.w = 1.0f;
7577 if (is_complex_fixup(texture->resource.format->color_fixup))
7578 fixup = get_complex_fixup(texture->resource.format->color_fixup);
7579 else
7580 fixup = COMPLEX_FIXUP_NONE;
7582 switch (texture->target)
7584 case GL_TEXTURE_1D:
7585 type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
7586 break;
7588 case GL_TEXTURE_2D:
7589 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7590 break;
7592 case GL_TEXTURE_3D:
7593 type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
7594 break;
7596 case GL_TEXTURE_CUBE_MAP_ARB:
7597 type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
7598 break;
7600 case GL_TEXTURE_RECTANGLE_ARB:
7601 type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
7602 break;
7604 default:
7605 ERR("Unexpected GL texture type %#x.\n", texture->target);
7606 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7608 type.fixup = fixup;
7609 type.use_color_key = !!color_key;
7610 type.padding = 0;
7612 if ((entry = wine_rb_get(&blitter->shaders, &type)))
7614 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7615 shader = desc->shader;
7617 else
7619 switch (fixup)
7621 case COMPLEX_FIXUP_NONE:
7622 if (!is_identity_fixup(texture->resource.format->color_fixup))
7623 FIXME("Implement support for sign or swizzle fixups.\n");
7624 shader = arbfp_gen_plain_shader(gl_info, &type);
7625 break;
7627 case COMPLEX_FIXUP_P8:
7628 shader = gen_p8_shader(gl_info, &type);
7629 break;
7631 case COMPLEX_FIXUP_YUY2:
7632 case COMPLEX_FIXUP_UYVY:
7633 case COMPLEX_FIXUP_YV12:
7634 case COMPLEX_FIXUP_NV12:
7635 shader = gen_yuv_shader(gl_info, &type);
7636 break;
7639 if (!shader)
7641 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7642 return E_NOTIMPL;
7645 if (!(desc = heap_alloc(sizeof(*desc))))
7646 goto err_out;
7648 desc->type = type;
7649 desc->shader = shader;
7650 if (wine_rb_put(&blitter->shaders, &desc->type, &desc->entry) == -1)
7652 err_out:
7653 ERR("Out of memory\n");
7654 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7655 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7656 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7657 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7658 heap_free(desc);
7659 return E_OUTOFMEMORY;
7663 if (fixup == COMPLEX_FIXUP_P8)
7664 upload_palette(blitter, texture, context);
7666 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7667 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7668 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7669 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7670 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, &size.x));
7671 checkGLcall("glProgramLocalParameter4fvARB");
7672 if (type.use_color_key)
7674 wined3d_format_get_float_color_key(texture->resource.format, color_key, float_color_key);
7675 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7676 ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
7677 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7678 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r));
7679 checkGLcall("glProgramLocalParameter4fvARB");
7682 return WINED3D_OK;
7685 /* Context activation is done by the caller. */
7686 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7688 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7689 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7692 static BOOL arbfp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
7693 const struct wined3d_resource *src_resource, DWORD src_location,
7694 const struct wined3d_resource *dst_resource, DWORD dst_location)
7696 const struct wined3d_format *src_format = src_resource->format;
7697 const struct wined3d_format *dst_format = dst_resource->format;
7698 enum complex_fixup src_fixup;
7699 BOOL decompress;
7701 if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
7702 return FALSE;
7704 if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
7706 if (dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
7707 blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
7708 else
7709 blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
7712 switch (blit_op)
7714 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
7715 if (!context->d3d_info->shader_color_key)
7717 /* The conversion modifies the alpha channel so the color key might no longer match. */
7718 TRACE("Color keying not supported with converted textures.\n");
7719 return FALSE;
7721 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
7722 case WINED3D_BLIT_OP_COLOR_BLIT:
7723 break;
7725 default:
7726 TRACE("Unsupported blit_op=%d\n", blit_op);
7727 return FALSE;
7730 decompress = src_format && (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
7731 && !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
7732 if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
7733 return FALSE;
7735 src_fixup = get_complex_fixup(src_format->color_fixup);
7736 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7738 TRACE("Checking support for fixup:\n");
7739 dump_color_fixup_desc(src_format->color_fixup);
7742 if (!is_identity_fixup(dst_format->color_fixup)
7743 && (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE))
7745 TRACE("Destination fixups are not supported\n");
7746 return FALSE;
7749 if (is_identity_fixup(src_format->color_fixup))
7751 TRACE("[OK]\n");
7752 return TRUE;
7755 /* We only support YUV conversions. */
7756 if (!is_complex_fixup(src_format->color_fixup))
7758 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
7760 WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
7761 return TRUE;
7764 TRACE("[FAILED]\n");
7765 return FALSE;
7768 switch(src_fixup)
7770 case COMPLEX_FIXUP_YUY2:
7771 case COMPLEX_FIXUP_UYVY:
7772 case COMPLEX_FIXUP_YV12:
7773 case COMPLEX_FIXUP_NV12:
7774 case COMPLEX_FIXUP_P8:
7775 TRACE("[OK]\n");
7776 return TRUE;
7778 default:
7779 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7780 TRACE("[FAILED]\n");
7781 return FALSE;
7785 static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
7786 struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
7787 DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
7788 unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
7789 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
7791 struct wined3d_device *device = dst_texture->resource.device;
7792 struct wined3d_texture *staging_texture = NULL;
7793 struct wined3d_arbfp_blitter *arbfp_blitter;
7794 struct wined3d_color_key alpha_test_key;
7795 struct wined3d_blitter *next;
7796 unsigned int src_level;
7797 RECT s, d;
7799 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
7800 "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n",
7801 blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
7802 wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
7803 wine_dbgstr_rect(dst_rect), color_key, debug_d3dtexturefiltertype(filter));
7805 if (!arbfp_blit_supported(op, context, &src_texture->resource, src_location,
7806 &dst_texture->resource, dst_location))
7808 if (!(next = blitter->next))
7810 ERR("No blitter to handle blit op %#x.\n", op);
7811 return dst_location;
7814 TRACE("Forwarding to blitter %p.\n", next);
7815 return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
7816 src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, color_key, filter);
7819 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
7821 if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
7823 struct wined3d_resource_desc desc;
7824 struct wined3d_box upload_box;
7825 HRESULT hr;
7827 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
7829 src_level = src_sub_resource_idx % src_texture->level_count;
7830 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
7831 desc.format = src_texture->resource.format->id;
7832 desc.multisample_type = src_texture->resource.multisample_type;
7833 desc.multisample_quality = src_texture->resource.multisample_quality;
7834 desc.usage = WINED3DUSAGE_PRIVATE;
7835 desc.access = WINED3D_RESOURCE_ACCESS_GPU;
7836 desc.width = wined3d_texture_get_level_width(src_texture, src_level);
7837 desc.height = wined3d_texture_get_level_height(src_texture, src_level);
7838 desc.depth = 1;
7839 desc.size = 0;
7841 if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
7842 NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
7844 ERR("Failed to create staging texture, hr %#x.\n", hr);
7845 return dst_location;
7848 wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
7849 wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
7850 src_texture, src_sub_resource_idx, &upload_box);
7852 src_texture = staging_texture;
7853 src_sub_resource_idx = 0;
7855 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7856 && (src_texture->sub_resources[src_sub_resource_idx].locations
7857 & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE)) == WINED3D_LOCATION_DRAWABLE
7858 && !wined3d_resource_is_offscreen(&src_texture->resource))
7861 /* Without FBO blits transferring from the drawable to the texture is
7862 * expensive, because we have to flip the data in sysmem. Since we can
7863 * flip in the blitter, we don't actually need that flip anyway. So we
7864 * use the surface's texture as scratch texture, and flip the source
7865 * rectangle instead. */
7866 texture2d_load_fb_texture(src_texture, src_sub_resource_idx, FALSE, context);
7868 s = *src_rect;
7869 src_level = src_sub_resource_idx % src_texture->level_count;
7870 s.top = wined3d_texture_get_level_height(src_texture, src_level) - s.top;
7871 s.bottom = wined3d_texture_get_level_height(src_texture, src_level) - s.bottom;
7872 src_rect = &s;
7874 else
7876 wined3d_texture_load(src_texture, context, FALSE);
7879 context_apply_ffp_blit_state(context, device);
7881 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7883 d = *dst_rect;
7884 wined3d_texture_translate_drawable_coords(dst_texture, context->win_handle, &d);
7885 dst_rect = &d;
7888 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
7890 GLenum buffer;
7892 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7894 TRACE("Destination texture %p is onscreen.\n", dst_texture);
7895 buffer = wined3d_texture_get_gl_buffer(dst_texture);
7897 else
7899 TRACE("Destination texture %p is offscreen.\n", dst_texture);
7900 buffer = GL_COLOR_ATTACHMENT0;
7902 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
7903 &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
7904 context_set_draw_buffer(context, buffer);
7905 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
7906 context_invalidate_state(context, STATE_FRAMEBUFFER);
7909 if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
7911 const struct wined3d_format *fmt = src_texture->resource.format;
7912 alpha_test_key.color_space_low_value = 0;
7913 alpha_test_key.color_space_high_value = ~(((1u << fmt->alpha_size) - 1) << fmt->alpha_offset);
7914 color_key = &alpha_test_key;
7917 arbfp_blit_set(arbfp_blitter, context, src_texture, src_sub_resource_idx, color_key);
7919 /* Draw a textured quad */
7920 context_draw_textured_quad(context, src_texture, src_sub_resource_idx, src_rect, dst_rect, filter);
7922 /* Leave the opengl state valid for blitting */
7923 arbfp_blit_unset(context->gl_info);
7925 if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture))
7926 context->gl_info->gl_ops.gl.p_glFlush();
7928 if (staging_texture)
7929 wined3d_texture_decref(staging_texture);
7931 return dst_location;
7934 static void arbfp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
7935 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
7936 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
7938 struct wined3d_blitter *next;
7940 if ((next = blitter->next))
7941 next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
7942 clear_rects, draw_rect, flags, colour, depth, stencil);
7945 static const struct wined3d_blitter_ops arbfp_blitter_ops =
7947 arbfp_blitter_destroy,
7948 arbfp_blitter_clear,
7949 arbfp_blitter_blit,
7952 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device)
7954 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7955 struct wined3d_arbfp_blitter *blitter;
7957 if (device->shader_backend != &arb_program_shader_backend
7958 && device->shader_backend != &glsl_shader_backend)
7959 return;
7961 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7962 return;
7964 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
7965 return;
7967 if (!(blitter = heap_alloc(sizeof(*blitter))))
7969 ERR("Failed to allocate blitter.\n");
7970 return;
7973 TRACE("Created blitter %p.\n", blitter);
7975 blitter->blitter.ops = &arbfp_blitter_ops;
7976 blitter->blitter.next = *next;
7977 wine_rb_init(&blitter->shaders, arbfp_blit_type_compare);
7978 blitter->palette_texture = 0;
7979 *next = &blitter->blitter;