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
31 #include "wine/port.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
)
57 if (!(q
= strstr(p
, "\n")))
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
));
87 if (shader
== WINED3D_SHADER_TYPE_PIXEL
)
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";
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
);
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 */
148 struct wined3d_shader_loop_control loop_control
;
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. */
162 struct arb_ps_compile_args
164 struct ps_compile_args super
;
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
;
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
];
185 unsigned char numbumpenvmatconsts
;
189 struct arb_vs_compile_args
191 struct vs_compile_args super
;
197 unsigned char clip_texcoord
;
198 unsigned char clipplane_mask
;
200 DWORD boolclip_compare
;
205 unsigned char samplers
[4];
206 DWORD samplers_compare
;
208 unsigned char loop_ctrl
[WINED3D_MAX_CONSTS_I
][3];
211 struct arb_vs_compiled_shader
213 struct arb_vs_compile_args args
;
215 UINT int_consts
[WINED3D_MAX_CONSTS_I
];
217 char need_color_unclamp
;
221 struct recorded_instruction
223 struct wined3d_shader_instruction ins
;
227 struct shader_arb_ctx_priv
232 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
234 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
236 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
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
;
249 unsigned int num_loops
, loop_depth
, num_ifcs
;
251 BOOL ps_post_process
;
253 unsigned int vs_clipplanes
;
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
];
268 struct wined3d_shader_signature sig
;
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
;
281 struct arb_vshader_private
{
282 struct arb_vs_compiled_shader
*gl_shaders
;
283 UINT num_gl_shaders
, shader_array_size
;
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
;
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 */
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
;
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
])
373 TRACE_(d3d_constants
)("Loading constant %u: %s.\n", i
, debug_vec4(&constants
[i
]));
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)
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
])
392 if (constants
[i
].x
> 1.0f
)
394 else if (constants
[i
].x
< -1.0f
)
395 lcl_const
[0] = -1.0f
;
397 lcl_const
[0] = constants
[i
].x
;
399 if (constants
[i
].y
> 1.0f
)
401 else if (constants
[i
].y
< -1.0f
)
402 lcl_const
[1] = -1.0f
;
404 lcl_const
[1] = constants
[i
].y
;
406 if (constants
[i
].z
> 1.0f
)
408 else if (constants
[i
].z
< -1.0f
)
409 lcl_const
[2] = -1.0f
;
411 lcl_const
[2] = constants
[i
].z
;
413 if (constants
[i
].w
> 1.0f
)
415 else if (constants
[i
].w
< -1.0f
)
416 lcl_const
[3] = -1.0f
;
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
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
])
444 /* Find the next block of dirty constants */
447 for (++i
; (i
< max_constants
) && dirty_consts
[i
]; ++i
)
452 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, &constants
[j
].x
));
457 for (; i
< max_constants
; ++i
)
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 */
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 */
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
;
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];
518 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
524 tex_dim
[2] = tex
->pow2_matrix
[0];
525 tex_dim
[3] = tex
->pow2_matrix
[5];
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
;
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)
579 val
[0] = context
->render_offscreen
? 0.0f
: (float) rt_height
;
580 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
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
)
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
;
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];
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
)
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
;
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
];
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
);
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
;
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
);
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
)
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
)
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
)
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
)
770 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
771 const struct wined3d_shader_lconst
*lconst
;
772 unsigned max_constantsF
;
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.
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
;
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
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
)
813 DWORD shift
= i
& 0x1f;
814 if (reg_maps
->constf
[idx
] & (1u << shift
))
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
;
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
);
840 if (ctx
->target_version
>= NV2
)
841 *num_clipplanes
= gl_info
->limits
.user_clip_distances
;
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
)
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
882 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
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);
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
)
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';
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
)
972 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
973 *ptr
++ = swizzle_chars
[swizzle_x
];
975 *ptr
++ = swizzle_chars
[swizzle_x
];
976 *ptr
++ = swizzle_chars
[swizzle_y
];
977 *ptr
++ = swizzle_chars
[swizzle_z
];
978 *ptr
++ = swizzle_chars
[swizzle_w
];
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
;
1013 case WINED3DSPR_TEMP
:
1014 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1017 case WINED3DSPR_INPUT
:
1020 if (reg_maps
->shader_version
.major
< 3)
1022 if (!reg
->idx
[0].offset
)
1023 strcpy(register_name
, "fragment.color.primary");
1025 strcpy(register_name
, "fragment.color.secondary");
1029 if (reg
->idx
[0].rel_addr
)
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
]);
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
);
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
);
1086 if (reg
->idx
[0].offset
< MAX_REG_INPUT
)
1088 strcpy(register_name
, ctx
->ps_input
[reg
->idx
[0].offset
]);
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
);
1100 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1u << reg
->idx
[0].offset
))
1102 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
[0].offset
);
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;
1113 if (reg_maps
->shader_version
.major
< 2)
1115 sprintf(rel_reg
, "A0.x");
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**"))
1126 shader_arb_request_a0(ins
, rel_reg
);
1127 sprintf(rel_reg
, "A0.x");
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
);
1136 sprintf(register_name
, "C[%s - %u]", rel_reg
, rel_offset
- reg
->idx
[0].offset
);
1140 if (reg_maps
->usesrelconstF
)
1141 sprintf(register_name
, "C[%u]", reg
->idx
[0].offset
);
1143 sprintf(register_name
, "C%u", reg
->idx
[0].offset
);
1147 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
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
);
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
);
1163 if (reg_maps
->shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
1164 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1166 sprintf(register_name
, "A%u_SHADOW", reg
->idx
[0].offset
);
1170 case WINED3DSPR_COLOROUT
:
1171 if (ctx
->ps_post_process
&& !reg
->idx
[0].offset
)
1173 strcpy(register_name
, "TMP_COLOR");
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
);
1182 strcpy(register_name
, "result.color");
1186 case WINED3DSPR_RASTOUT
:
1187 if (reg
->idx
[0].offset
== 1)
1188 sprintf(register_name
, "%s", ctx
->fog_output
);
1190 sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
[0].offset
]);
1193 case WINED3DSPR_DEPTHOUT
:
1194 strcpy(register_name
, "result.depth");
1197 case WINED3DSPR_ATTROUT
:
1198 /* case WINED3DSPR_OUTPUT: */
1200 sprintf(register_name
, "oD[%u]", reg
->idx
[0].offset
);
1202 strcpy(register_name
, ctx
->color_output
[reg
->idx
[0].offset
]);
1205 case WINED3DSPR_TEXCRDOUT
:
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
]);
1211 strcpy(register_name
, ctx
->vs_output
[reg
->idx
[0].offset
]);
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");
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
1229 sprintf(register_name
, "**aL_emul**");
1234 case WINED3DSPR_CONSTINT
:
1235 sprintf(register_name
, "I%u", reg
->idx
[0].offset
);
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");
1244 FIXME("Unknown MISCTYPE register index %u.\n", reg
->idx
[0].offset
);
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
);
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];
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";
1279 FIXME("Unhandled channel source %#x\n", channel_source
);
1284 struct color_fixup_masks
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
);
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
;
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
;
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
;
1347 char *ptr
= reg_mask
;
1349 if (masks
.sign
!= WINED3DSP_WRITEMASK_ALL
)
1352 if (masks
.sign
& WINED3DSP_WRITEMASK_0
)
1354 if (masks
.sign
& WINED3DSP_WRITEMASK_1
)
1356 if (masks
.sign
& WINED3DSP_WRITEMASK_2
)
1358 if (masks
.sign
& WINED3DSP_WRITEMASK_3
)
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
)
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
;
1386 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1389 case WINED3DSPDM_SATURATE
:
1392 case WINED3DSPDM_PARTIALPRECISION
:
1399 FIXME("Unknown modifiers 0x%08x\n", mod
);
1404 #define TEX_PROJ 0x1
1405 #define TEX_BIAS 0x2
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
;
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
:
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
])
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
;
1447 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1451 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1456 ERR("Unexpected resource type %#x.\n", resource_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";
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
];
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
)
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
);
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
);
1517 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, tex_dst
, coord_reg
, sampler_idx
, tex_type
);
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
;
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 */
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
;
1554 case WINED3DSPSM_NEG
:
1555 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1556 insert_line
= FALSE
;
1558 case WINED3DSPSM_BIAS
:
1559 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1561 case WINED3DSPSM_BIASNEG
:
1562 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1564 case WINED3DSPSM_SIGN
:
1565 shader_addline(buffer
, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1567 case WINED3DSPSM_SIGNNEG
:
1568 shader_addline(buffer
, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1570 case WINED3DSPSM_COMP
:
1571 shader_addline(buffer
, "SUB T%c, %s, %s;\n", 'A' + tmpreg
, one
, regstr
);
1573 case WINED3DSPSM_X2
:
1574 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1576 case WINED3DSPSM_X2NEG
:
1577 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
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
);
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
);
1587 case WINED3DSPSM_ABS
:
1588 if(ctx
->target_version
>= NV2
) {
1589 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1590 insert_line
= FALSE
;
1592 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1595 case WINED3DSPSM_ABSNEG
:
1596 if(ctx
->target_version
>= NV2
) {
1597 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
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
;
1605 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1606 insert_line
= FALSE
;
1609 /* Return modified or original register, with swizzle */
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
;
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
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
)
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
);
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
;
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]);
1682 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
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
;
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
;
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]);
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];
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
));
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
)
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
;
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
);
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
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");
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");
1906 shader_hw_map2gl(ins
);
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
;
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";
1930 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1931 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
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
);
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
);
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
;
1977 DWORD reg_sampler_code
;
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
;
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
);
1996 /* TEX is the only instruction that can handle DW and DZ natively */
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
);
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))
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
;
2031 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
2032 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
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
);
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
);
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
;
2074 DWORD reg1
= ins
->dst
[0].reg
.idx
[0].offset
;
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
;
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
;
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
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");
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];
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
;
2196 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2197 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
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
;
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
;
2240 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2241 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2243 char src0_name
[50], dst_name
[50];
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
;
2262 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2263 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
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
;
2303 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2304 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
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.
2320 * dst_reg.xyz = 2 * --------- * N - E
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
;
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
;
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];
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];
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];
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
)
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
:
2470 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2472 case WINED3DSIH_M4x3
:
2474 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2476 case WINED3DSIH_M3x4
:
2478 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2480 case WINED3DSIH_M3x3
:
2482 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2484 case WINED3DSIH_M3x2
:
2486 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2489 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
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
)
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
);
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
;
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";
2549 case WINED3DSIH_EXP
:
2550 instruction
= "EX2";
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
2557 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2558 instruction
= "LG2";
2560 default: instruction
= "";
2561 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
2565 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
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
);
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
);
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
;
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
,
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
,
2633 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2635 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
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
);
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
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];
2665 char src_name0
[50], src_name1
[50], src_name2
[50];
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
);
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):
2704 * (x/2)^4 = x^4 / 16
2705 * (x/2)^5 = x^5 / 32
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 */
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) */
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
) {
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
) {
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
;
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
);
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
);
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
);
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
;
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
);
2838 shader_addline(buffer
, "ABS TA.x, %s;\n", src0
);
2840 shader_addline(buffer
, "MOV TA.x, %s;\n", src0
);
2842 if (priv
->target_version
>= NV2
)
2844 shader_addline(buffer
, "MOVC TA.y, %s;\n", src1
);
2845 shader_addline(buffer
, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins
), dst
);
2846 shader_addline(buffer
, "MOV %s (EQ.y), %s;\n", dst
, one
);
2850 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2851 const char *flt_eps
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_EPS
);
2853 shader_addline(buffer
, "ABS TA.y, %s;\n", src1
);
2854 shader_addline(buffer
, "SGE TA.y, -TA.y, %s;\n", zero
);
2855 /* Possibly add flt_eps to avoid getting float special values */
2856 shader_addline(buffer
, "MAD TA.z, TA.y, %s, %s;\n", flt_eps
, src1
);
2857 shader_addline(buffer
, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins
));
2858 shader_addline(buffer
, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2859 shader_addline(buffer
, "MAD %s, TA.y, %s, TA.x;\n", dst
, one
);
2863 static void shader_hw_loop(const struct wined3d_shader_instruction
*ins
)
2865 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2867 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2870 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
2874 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2875 struct list
*e
= list_head(&priv
->control_frames
);
2876 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2878 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2879 /* The constant loader makes sure to load -1 into iX.w */
2880 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2881 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2882 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2886 shader_addline(buffer
, "LOOP %s;\n", src_name
);
2890 static void shader_hw_rep(const struct wined3d_shader_instruction
*ins
)
2892 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2894 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2896 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2898 /* The constant loader makes sure to load -1 into iX.w */
2901 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2902 struct list
*e
= list_head(&priv
->control_frames
);
2903 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2905 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2907 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2908 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2909 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2913 shader_addline(buffer
, "REP %s;\n", src_name
);
2917 static void shader_hw_endloop(const struct wined3d_shader_instruction
*ins
)
2919 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2920 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2924 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2925 struct list
*e
= list_head(&priv
->control_frames
);
2926 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2928 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2929 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2930 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2932 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2936 shader_addline(buffer
, "ENDLOOP;\n");
2940 static void shader_hw_endrep(const struct wined3d_shader_instruction
*ins
)
2942 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2943 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2947 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2948 struct list
*e
= list_head(&priv
->control_frames
);
2949 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2951 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2952 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2953 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2955 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2959 shader_addline(buffer
, "ENDREP;\n");
2963 static const struct control_frame
*find_last_loop(const struct shader_arb_ctx_priv
*priv
)
2965 struct control_frame
*control_frame
;
2967 LIST_FOR_EACH_ENTRY(control_frame
, &priv
->control_frames
, struct control_frame
, entry
)
2969 if(control_frame
->type
== LOOP
|| control_frame
->type
== REP
) return control_frame
;
2971 ERR("Could not find loop for break\n");
2975 static void shader_hw_break(const struct wined3d_shader_instruction
*ins
)
2977 struct wined3d_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
);
2983 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->no
.loop
);
2987 shader_addline(buffer
, "BRK;\n");
2991 static const char *get_compare(enum wined3d_shader_rel_op op
)
2995 case WINED3D_SHADER_REL_OP_GT
: return "GT";
2996 case WINED3D_SHADER_REL_OP_EQ
: return "EQ";
2997 case WINED3D_SHADER_REL_OP_GE
: return "GE";
2998 case WINED3D_SHADER_REL_OP_LT
: return "LT";
2999 case WINED3D_SHADER_REL_OP_NE
: return "NE";
3000 case WINED3D_SHADER_REL_OP_LE
: return "LE";
3002 FIXME("Unrecognized operator %#x.\n", op
);
3007 static enum wined3d_shader_rel_op
invert_compare(enum wined3d_shader_rel_op op
)
3011 case WINED3D_SHADER_REL_OP_GT
: return WINED3D_SHADER_REL_OP_LE
;
3012 case WINED3D_SHADER_REL_OP_EQ
: return WINED3D_SHADER_REL_OP_NE
;
3013 case WINED3D_SHADER_REL_OP_GE
: return WINED3D_SHADER_REL_OP_LT
;
3014 case WINED3D_SHADER_REL_OP_LT
: return WINED3D_SHADER_REL_OP_GE
;
3015 case WINED3D_SHADER_REL_OP_NE
: return WINED3D_SHADER_REL_OP_EQ
;
3016 case WINED3D_SHADER_REL_OP_LE
: return WINED3D_SHADER_REL_OP_GT
;
3018 FIXME("Unrecognized operator %#x.\n", op
);
3023 static void shader_hw_breakc(const struct wined3d_shader_instruction
*ins
)
3025 struct wined3d_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
);
3030 const char *comp
= get_compare(ins
->flags
);
3032 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
3033 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
3037 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3038 * away the subtraction result
3040 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3041 shader_addline(buffer
, "BRA loop_%u_end (%s.x);\n", control_frame
->no
.loop
, comp
);
3045 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3046 shader_addline(buffer
, "BRK (%s.x);\n", comp
);
3050 static void shader_hw_ifc(const struct wined3d_shader_instruction
*ins
)
3052 struct wined3d_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
);
3059 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3061 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
3062 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
3066 /* Invert the flag. We jump to the else label if the condition is NOT true */
3067 comp
= get_compare(invert_compare(ins
->flags
));
3068 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3069 shader_addline(buffer
, "BRA ifc_%u_else (%s.x);\n", control_frame
->no
.ifc
, comp
);
3073 comp
= get_compare(ins
->flags
);
3074 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3075 shader_addline(buffer
, "IF %s.x;\n", comp
);
3079 static void shader_hw_else(const struct wined3d_shader_instruction
*ins
)
3081 struct wined3d_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
);
3089 shader_addline(buffer
, "BRA ifc_%u_endif;\n", control_frame
->no
.ifc
);
3090 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3091 control_frame
->had_else
= TRUE
;
3095 shader_addline(buffer
, "ELSE;\n");
3099 static void shader_hw_endif(const struct wined3d_shader_instruction
*ins
)
3101 struct wined3d_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
);
3109 if(control_frame
->had_else
)
3111 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->no
.ifc
);
3115 shader_addline(buffer
, "#No else branch. else is endif\n");
3116 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3121 shader_addline(buffer
, "ENDIF;\n");
3125 static void shader_hw_texldd(const struct wined3d_shader_instruction
*ins
)
3127 DWORD sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3129 char reg_src
[3][40];
3130 WORD flags
= TEX_DERIV
;
3132 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3133 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
[0]);
3134 shader_arb_get_src_param(ins
, &ins
->src
[2], 1, reg_src
[1]);
3135 shader_arb_get_src_param(ins
, &ins
->src
[3], 2, reg_src
[2]);
3137 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3138 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3140 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_src
[0], flags
, reg_src
[1], reg_src
[2]);
3143 static void shader_hw_texldl(const struct wined3d_shader_instruction
*ins
)
3145 DWORD sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3148 WORD flags
= TEX_LOD
;
3150 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3151 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_coord
);
3153 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3154 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3156 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_coord
, flags
, NULL
, NULL
);
3159 static void shader_hw_label(const struct wined3d_shader_instruction
*ins
)
3161 struct wined3d_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
)
3180 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3181 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3182 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3183 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3185 if (args
->super
.fog_src
== VS_FOG_Z
)
3187 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
3193 /* posFixup.x is always 1.0, so we can safely use it */
3194 shader_addline(buffer
, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3198 /* Clamp fogcoord */
3199 const char *zero
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ZERO
);
3200 const char *one
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ONE
);
3202 shader_addline(buffer
, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one
);
3203 shader_addline(buffer
, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero
);
3207 /* Clipplanes are always stored without y inversion */
3208 if (use_nv_clip(gl_info
) && priv_ctx
->target_version
>= NV2
)
3210 if (args
->super
.clip_enabled
)
3212 for (i
= 0; i
< priv_ctx
->vs_clipplanes
; i
++)
3214 shader_addline(buffer
, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i
, i
);
3218 else if (args
->clip
.boolclip
.clip_texcoord
)
3220 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
);
3235 shader_addline(buffer
, "MOV TA, %s;\n", zero
);
3238 shader_addline(buffer
, "MOV TA.yzw, %s;\n", zero
);
3241 shader_addline(buffer
, "MOV TA.zw, %s;\n", zero
);
3244 shader_addline(buffer
, "MOV TA.w, %s;\n", zero
);
3247 shader_addline(buffer
, "MOV result.texcoord[%u], TA;\n",
3248 args
->clip
.boolclip
.clip_texcoord
- 1);
3251 /* Write the final position.
3253 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3254 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3255 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3256 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3258 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
);
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;
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
;
3312 if (TRACE_ON(d3d_shader
))
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
);
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
)));
3329 while ((line
= get_line(&ptr
))) FIXME_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
3330 FIXME_(d3d_shader
)("\n");
3336 if (WARN_ON(d3d_perf
))
3338 GL_EXTCALL(glGetProgramivARB(target
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3339 checkGLcall("glGetProgramivARB()");
3341 WARN_(d3d_perf
)("Program exceeds native resource limits.\n");
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 */
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
);
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
;
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]"
3414 const struct wined3d_shader_signature_element
*input
;
3415 const char *semantic_name
;
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";
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
))
3444 semantic_idx
= input
->semantic_idx
;
3446 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
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";
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
];
3464 priv
->ps_input
[input
->register_idx
] = "0.0";
3466 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
3469 priv
->ps_input
[input
->register_idx
] = "fragment.fogcoord";
3471 priv
->ps_input
[input
->register_idx
] = "0.0";
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
;
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
;
3505 BOOL custom_linear_fog
= FALSE
;
3509 unsigned int i
, found
= 0;
3511 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3514 || (shader
->u
.ps
.color0_mov
&& i
== shader
->u
.ps
.color0_reg
)
3515 || (reg_maps
->shader_version
.major
< 2 && !i
))
3518 sprintf(srgbtmp
[found
], "R%u", i
);
3520 if (found
== 4) break;
3525 sprintf(srgbtmp
[0], "TA");
3526 sprintf(srgbtmp
[1], "TB");
3527 sprintf(srgbtmp
[2], "TC");
3528 sprintf(srgbtmp
[3], "TD");
3532 sprintf(srgbtmp
[1], "TA");
3533 sprintf(srgbtmp
[2], "TB");
3534 sprintf(srgbtmp
[3], "TC");
3537 sprintf(srgbtmp
[2], "TA");
3538 sprintf(srgbtmp
[3], "TB");
3541 sprintf(srgbtmp
[3], "TA");
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
;
3586 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3589 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\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
:
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
;
3613 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3615 case WINED3D_FFP_PS_FOG_EXP
:
3616 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3618 case WINED3D_FFP_PS_FOG_EXP2
:
3619 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
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");
3643 if (priv_ctx
.ps_post_process
)
3645 if (shader
->u
.ps
.color0_mov
)
3647 sprintf(fragcolor
, "R%u", shader
->u
.ps
.color0_reg
);
3651 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3652 strcpy(fragcolor
, "TMP_COLOR");
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
)))
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
);
3715 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3716 control_values
[0], control_values
[1], control_values
[2]);
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
++);
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");
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
)))
3770 if (fixup
->offset
+ (cur_fixup_sampler
>> 1) < max_lconsts
)
3772 fixup
->super
.active
|= (1u << i
);
3773 fixup
->super
.idx
[i
] = cur_fixup_sampler
++;
3777 FIXME("No free constant found to load NP2 fixup data into shader. "
3778 "Sampling from this texture will probably look wrong.\n");
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
)))
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
))
3825 static int compare_sig(const struct wined3d_shader_signature
*sig1
, const struct wined3d_shader_signature
*sig2
)
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;
3849 if ((ret
= strcmp(e1
->semantic_name
, e2
->semantic_name
)))
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;
3865 static void clone_sig(struct wined3d_shader_signature
*new, const struct wined3d_shader_signature
*sig
)
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
)
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
;
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
)
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"
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
)
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";
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";
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";
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";
3987 priv_ctx
->vs_output
[output
->register_idx
] = "result.fogcoord";
3991 priv_ctx
->vs_output
[output
->register_idx
] = "TA";
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
)
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
];
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
)
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";
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";
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
)
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
;
4102 DWORD next_local
= 0;
4103 struct shader_arb_ctx_priv priv_ctx
;
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");
4129 priv_ctx
.target_version
= ARB
;
4132 shader_addline(buffer
, "TEMP TMP_OUT;\n");
4134 shader_addline(buffer
, "TEMP TMP_FOGCOORD;\n");
4135 if (need_helper_const(shader_data
, reg_maps
, gl_info
))
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
);
4163 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
4164 control_values
[0], control_values
[1], control_values
[2]);
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
)
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
)))
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
))
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
;
4240 struct arb_ps_compiled_shader
*new_array
;
4241 struct wined3d_string_buffer buffer
;
4242 struct arb_pshader_private
*shader_data
;
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;
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);
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
));
4288 new_array
= heap_alloc_zero(sizeof(*shader_data
->gl_shaders
));
4293 ERR("Out of memory\n");
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");
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
)
4337 struct arb_vs_compiled_shader
*new_array
;
4338 struct wined3d_string_buffer buffer
;
4339 struct arb_vshader_private
*shader_data
;
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
));
4389 new_array
= heap_alloc_zero(sizeof(*shader_data
->gl_shaders
));
4394 ERR("Out of memory\n");
4397 shader_data
->gl_shaders
= new_array
;
4398 shader_data
->shader_array_size
= new_size
;
4401 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4403 if (!string_buffer_init(&buffer
))
4405 ERR("Failed to initialize shader buffer.\n");
4409 ret
= shader_arb_generate_vshader(shader
, gl_info
, &buffer
, args
,
4410 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
],
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
;
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
])
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
));
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;
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
;
4485 find_vs_compile_args(state
, shader
, context
->stream_info
.swizzle_map
, &args
->super
, context
);
4487 args
->clip
.boolclip_compare
= 0;
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;
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
));
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;
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
;
4559 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
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
);
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
;
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
);
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
;
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");
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
;
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
;
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
;
4763 struct arb_vshader_private
*shader_data
= shader
->backend_data
;
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");
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
);
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
;
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
);
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
);
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
)
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
])
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
;
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
])
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 */
4903 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
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
);
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
])
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
;
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
])
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 */
4945 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
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
;
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
) {
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;
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
;
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");
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];
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;
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]);
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]);
5320 FIXME("Unhandled shader type %#x.\n", reg_maps
->shader_version
.type
);
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
;
5332 if (!(rec
= heap_alloc_zero(sizeof(*rec
))))
5334 ERR("Out of memory\n");
5339 if (!(dst_param
= heap_alloc(sizeof(*dst_param
))))
5341 *dst_param
= *ins
->dst
;
5342 if (ins
->dst
->reg
.idx
[0].rel_addr
)
5344 if (!(rel_addr
= heap_alloc(sizeof(*rel_addr
))))
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
))))
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
))))
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
);
5369 ERR("Out of memory\n");
5372 heap_free((void *)dst_param
->reg
.idx
[0].rel_addr
);
5373 heap_free(dst_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
);
5386 static void free_recorded_instruction(struct list
*list
)
5388 struct recorded_instruction
*rec_ins
, *entry2
;
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
);
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
);
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
;
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
++;
5457 /* Don't bother recording when we're in a not used if branch */
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 */
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
;
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
5500 list_move_tail(©
, &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
;
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
)
5521 shader_addline(buffer
, "#Iteration %u, aL=%d\n", iteration
, aL
);
5525 shader_addline(buffer
, "#Iteration %u\n", iteration
);
5528 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, 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(©
);
5541 heap_free(control_frame
);
5542 return; /* Instruction is handled */
5546 /* This is a nested loop. Proceed to the normal recording function */
5547 heap_free(control_frame
);
5554 record_instruction(&priv
->record
, ins
);
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");
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
)
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");
5626 pop_control_frame(ins
);
5630 /* Select handler */
5631 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5633 /* Unhandled opcode */
5636 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
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
,
5660 shader_arb_select_compute
,
5662 shader_arb_update_float_vertex_constants
,
5663 shader_arb_update_float_pixel_constants
,
5664 shader_arb_load_constants
,
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
;
5691 /* Context activation is done by the caller. */
5692 static void arbfp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
5696 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5697 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
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
5714 if (shader_backend
== &arb_program_shader_backend
)
5716 else if (!(priv
= heap_alloc_zero(sizeof(*priv
))))
5719 wine_rb_init(&priv
->fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
5720 priv
->use_arbfp_fixed_func
= TRUE
;
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. */
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.
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
;
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.
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
;
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
;
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. */
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
;
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. */
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
]);
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
;
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");
5956 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
5957 checkGLcall("glDisable GL_ALPHA_TEST");
5961 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
5962 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
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];
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. */
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
)
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
:
6018 case WINED3DTA_TEXTURE
:
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";
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
:
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";
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";
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;
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
);
6095 case WINED3D_TOP_DISABLE
:
6098 case WINED3D_TOP_SELECT_ARG2
:
6101 case WINED3D_TOP_SELECT_ARG1
:
6102 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
6105 case WINED3D_TOP_MODULATE_4X
:
6108 case WINED3D_TOP_MODULATE_2X
:
6111 case WINED3D_TOP_MODULATE
:
6112 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6115 case WINED3D_TOP_ADD_SIGNED_2X
:
6118 case WINED3D_TOP_ADD_SIGNED
:
6119 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
6122 case WINED3D_TOP_ADD
:
6123 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6126 case WINED3D_TOP_SUBTRACT
:
6127 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
6175 case WINED3D_TOP_DOTPRODUCT3
:
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
);
6182 case WINED3D_TOP_MULTIPLY_ADD
:
6183 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
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
);
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 */
6197 FIXME("Unhandled texture op %08x\n", op
);
6201 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", dstreg
, dstmask
, dstreg
);
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
)
6210 case WINED3D_GL_RES_TYPE_TEX_1D
:
6212 case WINED3D_GL_RES_TYPE_TEX_2D
:
6214 case WINED3D_GL_RES_TYPE_TEX_3D
:
6216 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6218 case WINED3D_GL_RES_TYPE_TEX_RECT
:
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];
6239 if (!string_buffer_init(&buffer
))
6241 ERR("Failed to initialize shader buffer.\n");
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
);
6254 /* Find out which textures are read */
6255 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6257 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
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
;
6280 case WINED3D_TOP_BUMPENVMAP
:
6281 bump_used
|= 1u << stage
;
6283 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6284 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6285 tex_read
|= 1u << stage
;
6288 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6289 tfactor_used
= TRUE
;
6296 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
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
;
6323 shader_addline(&buffer
, "OPTION ARB_fog_linear;\n");
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
)))
6346 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
6348 if (!(bump_used
& (1u << stage
)))
6350 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
6352 if (!(luminance_used
& (1u << stage
)))
6354 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
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
)))
6382 textype
= arbfp_texture_target(settings
->op
[stage
].tex_type
);
6384 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_NONE
)
6388 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
6389 || settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
6395 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
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
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",
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",
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
);
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
)
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
;
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
);
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");
6531 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
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
);
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
;
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
;
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
);
6588 struct arbfp_ffp_desc
*new_desc
;
6590 if (!(new_desc
= heap_alloc(sizeof(*new_desc
))))
6592 ERR("Out of memory\n");
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
);
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
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
])
6657 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
6661 new_source
= FOGSOURCE_VS
;
6665 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
6666 new_source
= FOGSOURCE_COORD
;
6668 new_source
= FOGSOURCE_FFP
;
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
)
6853 static void arbfp_free_context_data(struct wined3d_context
*context
)
6857 const struct fragment_pipeline arbfp_fragment_pipeline
= {
6860 arbfp_get_emul_mask
,
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;
6877 struct arbfp_blit_desc
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
;
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
)
6943 const char *tex
, *texinstr
= "TXP";
6945 if (type
->fixup
== COMPLEX_FIXUP_UYVY
)
6956 tex
= arbfp_texture_target(type
->res_type
);
6957 if (type
->res_type
== WINED3D_GL_RES_TYPE_TEX_RECT
)
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:
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");
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
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
)
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 * +----------------------------------+----
7052 * +----------------+-----------------+----
7054 * | V even rows | V odd rows |
7056 * +----------------+------------------ -
7058 * | U even rows | U odd rows |
7060 * +----------------+-----------------+----
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
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");
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");
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");
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
);
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
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
);
7170 static void gen_nv12_read(struct wined3d_string_buffer
*buffer
,
7171 const struct arbfp_blit_type
*type
, char *luminance
)
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 * +----------------------------------+----
7196 * +----------------------------------+----
7197 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7198 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
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");
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");
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
)
7269 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, chroma.w;\n");
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
);
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
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
);
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
)
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");
7317 if (!string_buffer_init(&buffer
))
7319 ERR("Failed to initialize shader buffer.\n");
7323 GL_EXTCALL(glGenProgramsARB(1, &shader
));
7324 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7327 string_buffer_free(&buffer
);
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
);
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 */
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
);
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
)
7395 struct wined3d_string_buffer buffer
;
7396 char luminance_component
;
7398 if (type
->use_color_key
)
7399 FIXME("Implement YUV color keying.\n");
7402 if (!string_buffer_init(&buffer
))
7404 ERR("Failed to initialize shader buffer.\n");
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)");
7414 string_buffer_free(&buffer
);
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
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
);
7470 case COMPLEX_FIXUP_YV12
:
7471 gen_yv12_read(&buffer
, type
, &luminance_component
);
7474 case COMPLEX_FIXUP_NV12
:
7475 gen_nv12_read(&buffer
, type
, &luminance_component
);
7479 FIXME("Unsupported YUV fixup %#x\n", type
->fixup
);
7480 string_buffer_free(&buffer
);
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
);
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
)
7507 struct wined3d_string_buffer buffer
;
7508 const char *tex_target
= arbfp_texture_target(type
->res_type
);
7511 if (!string_buffer_init(&buffer
))
7513 ERR("Failed to initialize shader buffer.\n");
7517 GL_EXTCALL(glGenProgramsARB(1, &shader
));
7520 string_buffer_free(&buffer
);
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");
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
);
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
;
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
);
7577 if (is_complex_fixup(texture
->resource
.format
->color_fixup
))
7578 fixup
= get_complex_fixup(texture
->resource
.format
->color_fixup
);
7580 fixup
= COMPLEX_FIXUP_NONE
;
7582 switch (texture
->target
)
7585 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
7589 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
7593 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_3D
;
7596 case GL_TEXTURE_CUBE_MAP_ARB
:
7597 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_CUBE
;
7600 case GL_TEXTURE_RECTANGLE_ARB
:
7601 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_RECT
;
7605 ERR("Unexpected GL texture type %#x.\n", texture
->target
);
7606 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
7609 type
.use_color_key
= !!color_key
;
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
;
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
);
7627 case COMPLEX_FIXUP_P8
:
7628 shader
= gen_p8_shader(gl_info
, &type
);
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
);
7641 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup
);
7645 if (!(desc
= heap_alloc(sizeof(*desc
))))
7649 desc
->shader
= shader
;
7650 if (wine_rb_put(&blitter
->shaders
, &desc
->type
, &desc
->entry
) == -1)
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)");
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");
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
;
7701 if (src_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
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
;
7709 blit_op
= WINED3D_BLIT_OP_COLOR_BLIT
;
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");
7721 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
:
7722 case WINED3D_BLIT_OP_COLOR_BLIT
:
7726 TRACE("Unsupported blit_op=%d\n", blit_op
);
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
))
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");
7749 if (is_identity_fixup(src_format
->color_fixup
))
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");
7764 TRACE("[FAILED]\n");
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
:
7779 FIXME("Unsupported YUV fixup %#x\n", src_fixup
);
7780 TRACE("[FAILED]\n");
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
;
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
;
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
);
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
);
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
;
7876 wined3d_texture_load(src_texture
, context
, FALSE
);
7879 context_apply_ffp_blit_state(context
, device
);
7881 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
7884 wined3d_texture_translate_drawable_coords(dst_texture
, context
->win_handle
, &d
);
7888 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
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
);
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
,
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
)
7961 if (!gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
7964 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
7967 if (!(blitter
= heap_alloc(sizeof(*blitter
))))
7969 ERR("Failed to allocate blitter.\n");
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
;