wined3d: Don't setup FBO and draw buffers in wined3d_context_gl_apply_blit_state().
[wine.git] / dlls / wined3d / arb_program_shader.c
blobff7994c0ffe836800d6b34415d64674d5e8412b6
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include <stdio.h>
32 #include "wined3d_private.h"
33 #include "wined3d_gl.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
40 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
42 return type == WINED3D_SHADER_TYPE_PIXEL;
45 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
47 return type == WINED3D_SHADER_TYPE_VERTEX;
50 enum arb_helper_value
52 ARB_ZERO,
53 ARB_ONE,
54 ARB_TWO,
55 ARB_0001,
56 ARB_EPS,
58 ARB_VS_REL_OFFSET
61 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
63 if (shader != WINED3D_SHADER_TYPE_VERTEX && shader != WINED3D_SHADER_TYPE_PIXEL)
65 ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader));
66 return "bad";
69 if (shader == WINED3D_SHADER_TYPE_PIXEL)
71 switch (value)
73 case ARB_ZERO: return "ps_helper_const.x";
74 case ARB_ONE: return "ps_helper_const.y";
75 case ARB_TWO: return "coefmul.x";
76 case ARB_0001: return "ps_helper_const.xxxy";
77 case ARB_EPS: return "ps_helper_const.z";
78 default: break;
81 else
83 switch (value)
85 case ARB_ZERO: return "helper_const.x";
86 case ARB_ONE: return "helper_const.y";
87 case ARB_TWO: return "helper_const.z";
88 case ARB_EPS: return "helper_const.w";
89 case ARB_0001: return "helper_const.xxxy";
90 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
93 FIXME("Unmanaged %s shader helper constant requested: %u.\n",
94 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
95 switch (value)
97 case ARB_ZERO: return "0.0";
98 case ARB_ONE: return "1.0";
99 case ARB_TWO: return "2.0";
100 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
101 case ARB_EPS: return "1e-8";
102 default: return "bad";
106 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
108 return context->lowest_disabled_stage < 7;
111 /* ARB_program_shader private data */
113 struct control_frame
115 struct list entry;
116 enum
119 IFC,
120 LOOP,
122 } type;
123 BOOL muting;
124 BOOL outer_loop;
125 union
127 unsigned int loop;
128 unsigned int ifc;
129 } no;
130 struct wined3d_shader_loop_control loop_control;
131 BOOL had_else;
134 struct arb_ps_np2fixup_info
136 struct ps_np2fixup_info super;
137 /* For ARB we need an offset value:
138 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
139 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
140 * array we need an offset to the index inside the program local parameter array. */
141 UINT offset;
144 struct arb_ps_compile_args
146 struct ps_compile_args super;
147 WORD bools;
148 WORD clip; /* only a boolean, use a WORD for alignment */
149 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
152 struct stb_const_desc
154 unsigned char texunit;
155 UINT const_num;
158 struct arb_ps_compiled_shader
160 struct arb_ps_compile_args args;
161 struct arb_ps_np2fixup_info np2fixup_info;
162 struct stb_const_desc bumpenvmatconst[WINED3D_MAX_TEXTURES];
163 struct stb_const_desc luminanceconst[WINED3D_MAX_TEXTURES];
164 UINT int_consts[WINED3D_MAX_CONSTS_I];
165 GLuint prgId;
166 UINT ycorrection;
167 unsigned char numbumpenvmatconsts;
168 char num_int_consts;
171 struct arb_vs_compile_args
173 struct vs_compile_args super;
174 union
176 struct
178 WORD bools;
179 unsigned char clip_texcoord;
180 unsigned char clipplane_mask;
181 } boolclip;
182 DWORD boolclip_compare;
183 } clip;
184 unsigned int ps_signature;
185 union
187 unsigned char samplers[4];
188 DWORD samplers_compare;
189 } vertex;
190 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
193 struct arb_vs_compiled_shader
195 struct arb_vs_compile_args args;
196 GLuint prgId;
197 UINT int_consts[WINED3D_MAX_CONSTS_I];
198 char num_int_consts;
199 char need_color_unclamp;
200 UINT pos_fixup;
203 struct recorded_instruction
205 struct wined3d_shader_instruction ins;
206 struct list entry;
209 struct shader_arb_ctx_priv
211 char addr_reg[50];
212 enum
214 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
215 ARB,
216 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
217 NV2,
218 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
220 } target_version;
222 const struct wined3d_gl_info *gl_info;
223 const struct arb_vs_compile_args *cur_vs_args;
224 const struct arb_ps_compile_args *cur_ps_args;
225 const struct arb_ps_compiled_shader *compiled_fprog;
226 const struct arb_vs_compiled_shader *compiled_vprog;
227 struct arb_ps_np2fixup_info *cur_np2fixup_info;
228 struct list control_frames;
229 struct list record;
230 BOOL recording;
231 BOOL muted;
232 unsigned int num_loops, loop_depth, num_ifcs;
233 int aL;
234 BOOL ps_post_process;
236 unsigned int vs_clipplanes;
237 BOOL footer_written;
238 BOOL in_main_func;
240 /* For 3.0 vertex shaders */
241 const char *vs_output[MAX_REG_OUTPUT];
242 /* For 2.x and earlier vertex shaders */
243 const char *texcrd_output[8], *color_output[2], *fog_output;
245 /* 3.0 pshader input for compatibility with fixed function */
246 const char *ps_input[MAX_REG_INPUT];
249 struct ps_signature
251 struct wined3d_shader_signature sig;
252 unsigned int idx;
253 struct wine_rb_entry entry;
256 struct arb_pshader_private {
257 struct arb_ps_compiled_shader *gl_shaders;
258 UINT num_gl_shaders, shader_array_size;
259 unsigned int input_signature_idx;
260 unsigned int clipplane_emulation;
261 BOOL clamp_consts;
264 struct arb_vshader_private {
265 struct arb_vs_compiled_shader *gl_shaders;
266 UINT num_gl_shaders, shader_array_size;
267 UINT rel_offset;
270 struct shader_arb_priv
272 const struct arb_ps_compiled_shader *compiled_fprog;
273 const struct arb_vs_compiled_shader *compiled_vprog;
274 BOOL use_arbfp_fixed_func;
275 struct wine_rb_tree fragment_shaders;
276 BOOL last_ps_const_clamped;
277 BOOL last_vs_color_unclamp;
279 struct wine_rb_tree signature_tree;
280 DWORD ps_sig_number;
282 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
283 char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F];
284 char pshader_const_dirty[WINED3D_MAX_PS_CONSTS_F];
285 const struct wined3d_context *last_context;
287 const struct wined3d_vertex_pipe_ops *vertex_pipe;
288 const struct wined3d_fragment_pipe_ops *fragment_pipe;
289 BOOL ffp_proj_control;
292 /* Context activation for state handlers is done by the caller. */
294 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
295 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
297 if (shader_data->rel_offset) return TRUE;
298 if (!reg_maps->usesmova) return FALSE;
299 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
302 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
303 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
305 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
306 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
309 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
310 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
312 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
313 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
314 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
315 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
316 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
317 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
318 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
319 return FALSE;
322 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
323 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
325 unsigned int ret = 1;
326 /* We use one PARAM for the pos fixup, and in some cases one to load
327 * some immediate values into the shader. */
328 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
329 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
330 return ret;
333 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
334 * When constant_list == NULL, it will load all the constants.
336 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
337 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
339 /* Context activation is done by the caller. */
340 static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *shader,
341 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
342 const struct wined3d_vec4 *constants, char *dirty_consts)
344 struct wined3d_shader_lconst *lconst;
345 unsigned int ret, i, j;
347 if (TRACE_ON(d3d_constants))
349 for (i = 0; i < max_constants; ++i)
351 if (!dirty_consts[i])
352 continue;
353 TRACE_(d3d_constants)("Loading constant %u: %s.\n", i, debug_vec4(&constants[i]));
357 i = 0;
359 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
360 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
362 float lcl_const[4];
363 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
364 * shaders, the first 8 constants are marked dirty for reload
366 for (; i < min(8, max_constants); ++i)
368 if (!dirty_consts[i])
369 continue;
370 dirty_consts[i] = 0;
372 if (constants[i].x > 1.0f)
373 lcl_const[0] = 1.0f;
374 else if (constants[i].x < -1.0f)
375 lcl_const[0] = -1.0f;
376 else
377 lcl_const[0] = constants[i].x;
379 if (constants[i].y > 1.0f)
380 lcl_const[1] = 1.0f;
381 else if (constants[i].y < -1.0f)
382 lcl_const[1] = -1.0f;
383 else
384 lcl_const[1] = constants[i].y;
386 if (constants[i].z > 1.0f)
387 lcl_const[2] = 1.0f;
388 else if (constants[i].z < -1.0f)
389 lcl_const[2] = -1.0f;
390 else
391 lcl_const[2] = constants[i].z;
393 if (constants[i].w > 1.0f)
394 lcl_const[3] = 1.0f;
395 else if (constants[i].w < -1.0f)
396 lcl_const[3] = -1.0f;
397 else
398 lcl_const[3] = constants[i].w;
400 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
403 /* If further constants are dirty, reload them without clamping.
405 * The alternative is not to touch them, but then we cannot reset the dirty constant count
406 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
407 * above would always re-check the first 8 constants since max_constant remains at the init
408 * value
412 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
414 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
415 * or just reloading *all* constants at once
417 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
419 for (; i < max_constants; ++i)
421 if (!dirty_consts[i])
422 continue;
424 /* Find the next block of dirty constants */
425 dirty_consts[i] = 0;
426 j = i;
427 for (++i; (i < max_constants) && dirty_consts[i]; ++i)
429 dirty_consts[i] = 0;
432 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, &constants[j].x));
435 else
437 for (; i < max_constants; ++i)
439 if (dirty_consts[i])
441 dirty_consts[i] = 0;
442 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i].x));
446 checkGLcall("glProgramEnvParameter4fvARB()");
448 /* Load immediate constants */
449 if (shader->load_local_constsF)
451 if (TRACE_ON(d3d_shader))
453 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
455 GLfloat* values = (GLfloat*)lconst->value;
456 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
457 values[0], values[1], values[2], values[3]);
460 /* Immediate constants are clamped for 1.X shaders at loading times */
461 ret = 0;
462 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
464 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
465 ret = max(ret, lconst->idx + 1);
466 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
468 checkGLcall("glProgramEnvParameter4fvARB()");
469 return ret; /* The loaded immediate constants need reloading for the next shader */
470 } else {
471 return 0; /* No constants are dirty now */
475 /* Loads the texture dimensions for NP2 fixup into the currently set
476 * ARB_[vertex/fragment]_programs. */
477 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
478 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
480 GLfloat np2fixup_constants[4 * WINED3D_MAX_FRAGMENT_SAMPLERS];
481 uint32_t active = fixup->super.active;
482 const struct wined3d_texture *tex;
483 unsigned char idx;
484 GLfloat *tex_dim;
485 unsigned int i;
487 if (!active)
488 return;
490 while (active)
492 i = wined3d_bit_scan(&active);
493 if (!(tex = state->textures[i]))
495 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
496 continue;
499 idx = fixup->super.idx[i];
500 tex_dim = &np2fixup_constants[(idx >> 1) * 4];
501 if (idx % 2)
503 tex_dim[2] = tex->pow2_matrix[0];
504 tex_dim[3] = tex->pow2_matrix[5];
506 else
508 tex_dim[0] = tex->pow2_matrix[0];
509 tex_dim[1] = tex->pow2_matrix[5];
513 for (i = 0; i < fixup->super.num_consts; ++i)
515 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
516 fixup->offset + i, &np2fixup_constants[i * 4]));
520 /* Context activation is done by the caller. */
521 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
522 struct wined3d_context_gl *context_gl, const struct wined3d_state *state, unsigned int rt_height)
524 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
525 struct wined3d_device *device = context_gl->c.device;
526 const struct wined3d_ivec4 *int_consts;
527 unsigned char i;
529 int_consts = wined3d_buffer_load_sysmem(device->push_constants[WINED3D_PUSH_CONSTANTS_PS_I], &context_gl->c);
531 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
533 int texunit = gl_shader->bumpenvmatconst[i].texunit;
535 /* The state manager takes care that this function is always called if the bump env matrix changes */
536 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
537 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
538 gl_shader->bumpenvmatconst[i].const_num, data));
540 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
542 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
543 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
544 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
545 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
547 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
548 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
549 gl_shader->luminanceconst[i].const_num, scale));
552 checkGLcall("Load bumpmap consts");
554 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
556 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
557 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
558 * ycorrection.z: 1.0
559 * ycorrection.w: 0.0
561 float val[4];
562 val[0] = context_gl->c.render_offscreen ? 0.0f : (float)rt_height;
563 val[1] = context_gl->c.render_offscreen ? 1.0f : -1.0f;
564 val[2] = 1.0f;
565 val[3] = 0.0f;
566 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
567 checkGLcall("y correction loading");
570 if (!gl_shader->num_int_consts) return;
572 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
574 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
576 float val[4];
577 val[0] = (float)int_consts[i].x;
578 val[1] = (float)int_consts[i].y;
579 val[2] = (float)int_consts[i].z;
580 val[3] = -1.0f;
582 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
585 checkGLcall("Load ps int consts");
588 /* Context activation is done by the caller. */
589 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
590 struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
592 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
593 struct wined3d_device *device = context_gl->c.device;
594 const struct wined3d_ivec4 *int_consts;
595 float position_fixup[4];
596 unsigned char i;
598 /* Upload the position fixup */
599 shader_get_position_fixup(&context_gl->c, state, 1, position_fixup);
600 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
602 if (!gl_shader->num_int_consts) return;
604 int_consts = wined3d_buffer_load_sysmem(device->push_constants[WINED3D_PUSH_CONSTANTS_VS_I], &context_gl->c);
606 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
608 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
610 float val[4];
611 val[0] = (float)int_consts[i].x;
612 val[1] = (float)int_consts[i].y;
613 val[2] = (float)int_consts[i].z;
614 val[3] = -1.0f;
616 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
619 checkGLcall("Load vs int consts");
622 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
623 const struct wined3d_state *state);
626 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
628 * We only support float constants in ARB at the moment, so don't
629 * worry about the Integers or Booleans
631 /* Context activation is done by the caller (state handler). */
632 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv, struct wined3d_context_gl *context_gl,
633 const struct wined3d_state *state, BOOL use_ps, BOOL use_vs, BOOL from_shader_select)
635 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
636 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
637 struct wined3d_device *device = context_gl->c.device;
639 if (!from_shader_select)
641 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
642 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
644 if (vshader
645 && (vshader->reg_maps.boolean_constants
646 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
647 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
649 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
650 shader_arb_select(priv, &context_gl->c, state);
652 else if (pshader
653 && (pshader->reg_maps.boolean_constants
654 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
655 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
657 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
658 shader_arb_select(priv, &context_gl->c, state);
662 if (&context_gl->c != priv->last_context)
664 memset(priv->vshader_const_dirty, 1,
665 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
666 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
668 memset(priv->pshader_const_dirty, 1,
669 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
670 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
672 priv->last_context = &context_gl->c;
675 if (use_vs)
677 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
678 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
680 /* Load DirectX 9 float constants for vertex shader */
681 priv->highest_dirty_vs_const = shader_arb_load_constants_f(vshader,
682 gl_info, GL_VERTEX_PROGRAM_ARB, priv->highest_dirty_vs_const,
683 wined3d_buffer_load_sysmem(device->push_constants[WINED3D_PUSH_CONSTANTS_VS_F], &context_gl->c),
684 priv->vshader_const_dirty);
685 shader_arb_vs_local_constants(gl_shader, context_gl, state);
688 if (use_ps)
690 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
691 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
692 UINT rt_height = state->fb.render_targets[0]->height;
694 /* Load DirectX 9 float constants for pixel shader */
695 priv->highest_dirty_ps_const = shader_arb_load_constants_f(pshader,
696 gl_info, GL_FRAGMENT_PROGRAM_ARB, priv->highest_dirty_ps_const,
697 wined3d_buffer_load_sysmem(device->push_constants[WINED3D_PUSH_CONSTANTS_PS_F], &context_gl->c),
698 priv->pshader_const_dirty);
699 shader_arb_ps_local_constants(gl_shader, context_gl, state, rt_height);
701 if (context_gl->c.constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
702 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
706 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
707 const struct wined3d_state *state)
709 shader_arb_load_constants_internal(shader_priv, wined3d_context_gl(context),
710 state, use_ps(state), use_vs(state), FALSE);
713 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
715 struct wined3d_context_gl *context_gl = wined3d_context_gl_get_current();
716 struct shader_arb_priv *priv = device->shader_priv;
718 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
719 * context. On a context switch the old context will be fully dirtified */
720 if (!context_gl || context_gl->c.device != device)
721 return;
723 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
724 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
727 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
729 struct wined3d_context_gl *context_gl = wined3d_context_gl_get_current();
730 struct shader_arb_priv *priv = device->shader_priv;
732 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
733 * context. On a context switch the old context will be fully dirtified */
734 if (!context_gl || context_gl->c.device != device)
735 return;
737 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
738 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
741 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
743 char str[4][17];
745 wined3d_ftoa(values[0], str[0]);
746 wined3d_ftoa(values[1], str[1]);
747 wined3d_ftoa(values[2], str[2]);
748 wined3d_ftoa(values[3], str[3]);
749 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
752 /* Generate the variable & register declarations for the ARB_vertex_program output target */
753 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
754 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
755 const struct wined3d_gl_info *gl_info, unsigned int *num_clipplanes,
756 const struct shader_arb_ctx_priv *ctx)
758 unsigned int i;
759 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
760 const struct wined3d_shader_lconst *lconst;
761 unsigned max_constantsF;
762 uint32_t map;
764 /* In pixel shaders, all private constants are program local, we don't need anything
765 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
766 * If we need a private constant the GL implementation will squeeze it in somewhere
768 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
769 * immediate values. The posFixup is loaded using program.env for now, so always
770 * subtract one from the number of constants. If the shader uses indirect addressing,
771 * account for the helper const too because we have to declare all available d3d constants
772 * and don't know which are actually used.
774 if (pshader)
776 max_constantsF = gl_info->limits.arb_ps_native_constants;
777 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
778 if (max_constantsF < 24)
779 max_constantsF = gl_info->limits.arb_ps_float_constants;
781 else
783 const struct arb_vshader_private *shader_data = shader->backend_data;
784 max_constantsF = gl_info->limits.arb_vs_native_constants;
785 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
786 * Also prevents max_constantsF from becoming less than 0 and
787 * wrapping . */
788 if (max_constantsF < 96)
789 max_constantsF = gl_info->limits.arb_vs_float_constants;
791 if (reg_maps->usesrelconstF)
793 DWORD highest_constf = 0, clip_limit;
795 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
796 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
797 max_constantsF -= gl_info->reserved_arb_constants;
799 for (i = 0; i < shader->limits->constant_float; ++i)
801 if (wined3d_bitmap_is_set(reg_maps->constf, i))
802 highest_constf = i;
805 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
807 if(ctx->cur_vs_args->super.clip_enabled)
808 clip_limit = gl_info->limits.user_clip_distances;
809 else
810 clip_limit = 0;
812 else
814 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
815 clip_limit = min(wined3d_popcount(mask), 4);
817 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
818 max_constantsF -= *num_clipplanes;
819 if(*num_clipplanes < clip_limit)
821 WARN("Only %u clip planes out of %u enabled.\n", *num_clipplanes,
822 gl_info->limits.user_clip_distances);
825 else
827 if (ctx->target_version >= NV2)
828 *num_clipplanes = gl_info->limits.user_clip_distances;
829 else
830 *num_clipplanes = min(gl_info->limits.user_clip_distances, 4);
834 map = reg_maps->temporary;
835 while (map)
837 i = wined3d_bit_scan(&map);
838 shader_addline(buffer, "TEMP R%u;\n", i);
841 map = reg_maps->address;
842 while (map)
844 i = wined3d_bit_scan(&map);
845 shader_addline(buffer, "ADDRESS A%u;\n", i);
848 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
850 map = reg_maps->texcoord;
851 while (map)
853 i = wined3d_bit_scan(&map);
854 shader_addline(buffer, "TEMP T%u;\n", i);
858 if (!shader->load_local_constsF)
860 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
862 const float *value;
863 value = (const float *)lconst->value;
864 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
865 shader_arb_append_imm_vec4(buffer, value);
866 shader_addline(buffer, ";\n");
870 /* After subtracting privately used constants from the hardware limit(they are loaded as
871 * local constants), make sure the shader doesn't violate the env constant limit
873 if (pshader)
875 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
877 else
879 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
882 /* Avoid declaring more constants than needed */
883 max_constantsF = min(max_constantsF, shader->limits->constant_float);
885 /* we use the array-based constants array if the local constants are marked for loading,
886 * because then we use indirect addressing, or when the local constant list is empty,
887 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
888 * local constants do not declare the loaded constants as an array because ARB compilers usually
889 * do not optimize unused constants away
891 if (reg_maps->usesrelconstF)
893 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
894 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
895 max_constantsF, max_constantsF - 1);
897 else
899 for (i = 0; i < max_constantsF; ++i)
901 if (!shader_constant_is_local(shader, i) && wined3d_extract_bits(reg_maps->constf, i, 1))
903 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
909 static const char * const shift_tab[] = {
910 "dummy", /* 0 (none) */
911 "coefmul.x", /* 1 (x2) */
912 "coefmul.y", /* 2 (x4) */
913 "coefmul.z", /* 3 (x8) */
914 "coefmul.w", /* 4 (x16) */
915 "dummy", /* 5 (x32) */
916 "dummy", /* 6 (x64) */
917 "dummy", /* 7 (x128) */
918 "dummy", /* 8 (d256) */
919 "dummy", /* 9 (d128) */
920 "dummy", /* 10 (d64) */
921 "dummy", /* 11 (d32) */
922 "coefdiv.w", /* 12 (d16) */
923 "coefdiv.z", /* 13 (d8) */
924 "coefdiv.y", /* 14 (d4) */
925 "coefdiv.x" /* 15 (d2) */
928 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
929 const struct wined3d_shader_dst_param *dst, char *write_mask)
931 char *ptr = write_mask;
933 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
935 *ptr++ = '.';
936 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
937 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
938 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
939 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
942 *ptr = '\0';
945 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
947 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
948 * but addressed as "rgba". To fix this we need to swap the register's x
949 * and z components. */
950 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
951 char *ptr = swizzle_str;
953 /* swizzle bits fields: wwzzyyxx */
954 DWORD swizzle = param->swizzle;
955 DWORD swizzle_x = swizzle & 0x03;
956 DWORD swizzle_y = (swizzle >> 2) & 0x03;
957 DWORD swizzle_z = (swizzle >> 4) & 0x03;
958 DWORD swizzle_w = (swizzle >> 6) & 0x03;
960 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
961 * generate a swizzle string. Unless we need to our own swizzling. */
962 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
964 *ptr++ = '.';
965 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
966 *ptr++ = swizzle_chars[swizzle_x];
967 } else {
968 *ptr++ = swizzle_chars[swizzle_x];
969 *ptr++ = swizzle_chars[swizzle_y];
970 *ptr++ = swizzle_chars[swizzle_z];
971 *ptr++ = swizzle_chars[swizzle_w];
975 *ptr = '\0';
978 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
980 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
981 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
983 if (!strcmp(priv->addr_reg, src))
984 return;
986 snprintf(priv->addr_reg, sizeof(priv->addr_reg), "%s", src);
987 shader_addline(buffer, "ARL A0.x, %s;\n", src);
990 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
991 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
993 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
994 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
996 /* oPos, oFog and oPts in D3D */
997 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
998 const struct wined3d_shader *shader = ins->ctx->shader;
999 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1000 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1001 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1003 *is_color = FALSE;
1005 switch (reg->type)
1007 case WINED3DSPR_TEMP:
1008 sprintf(register_name, "R%u", reg->idx[0].offset);
1009 break;
1011 case WINED3DSPR_INPUT:
1012 if (pshader)
1014 if (reg_maps->shader_version.major < 3)
1016 if (!reg->idx[0].offset)
1017 strcpy(register_name, "fragment.color.primary");
1018 else
1019 strcpy(register_name, "fragment.color.secondary");
1021 else
1023 if (reg->idx[0].rel_addr)
1025 char rel_reg[50];
1026 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1028 if (!strcmp(rel_reg, "**aL_emul**"))
1030 unsigned int idx = ctx->aL + reg->idx[0].offset;
1031 if(idx < MAX_REG_INPUT)
1033 strcpy(register_name, ctx->ps_input[idx]);
1035 else
1037 ERR("Pixel shader input register out of bounds: %u\n", idx);
1038 sprintf(register_name, "out_of_bounds_%u", idx);
1041 else if (reg_maps->input_registers & 0x0300)
1043 /* There are two ways basically:
1045 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1046 * That means trouble if the loop also contains a breakc or if the control values
1047 * aren't local constants.
1048 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1049 * source dynamically. The trouble is that we cannot simply read aL.y because it
1050 * is an ADDRESS register. We could however push it, load .zw with a value and use
1051 * ADAC to load the condition code register and pop it again afterwards
1053 FIXME("Relative input register addressing with more than 8 registers\n");
1055 /* This is better than nothing for now */
1056 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1058 else if(ctx->cur_ps_args->super.vp_mode != WINED3D_VP_MODE_SHADER)
1060 /* This is problematic because we'd have to consult the ctx->ps_input strings
1061 * for where to find the varying. Some may be "0.0", others can be texcoords or
1062 * colors. This needs either a pipeline replacement to make the vertex shader feed
1063 * proper varyings, or loop unrolling
1065 * For now use the texcoords and hope for the best
1067 FIXME("Non-vertex shader varying input with indirect addressing\n");
1068 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1070 else
1072 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1073 * pulls GL_NV_fragment_program2 in
1075 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1078 else
1080 if (reg->idx[0].offset < MAX_REG_INPUT)
1082 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1084 else
1086 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1087 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1092 else
1094 if (ctx->cur_vs_args->super.swizzle_map & (1u << reg->idx[0].offset))
1095 *is_color = TRUE;
1096 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1098 break;
1100 case WINED3DSPR_CONST:
1101 if (!pshader && reg->idx[0].rel_addr)
1103 const struct arb_vshader_private *shader_data = shader->backend_data;
1104 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1105 BOOL aL = FALSE;
1106 char rel_reg[50];
1107 if (reg_maps->shader_version.major < 2)
1109 sprintf(rel_reg, "A0.x");
1111 else
1113 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1114 if (ctx->target_version == ARB)
1116 if (!strcmp(rel_reg, "**aL_emul**"))
1118 aL = TRUE;
1119 } else {
1120 shader_arb_request_a0(ins, rel_reg);
1121 sprintf(rel_reg, "A0.x");
1125 if (aL)
1126 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1127 else if (reg->idx[0].offset >= rel_offset)
1128 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1129 else
1130 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1132 else
1134 if (reg_maps->usesrelconstF)
1135 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1136 else
1137 sprintf(register_name, "C%u", reg->idx[0].offset);
1139 break;
1141 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1142 if (pshader)
1144 if (reg_maps->shader_version.major == 1
1145 && reg_maps->shader_version.minor <= 3)
1146 /* In ps <= 1.3, Tx is a temporary register as destination
1147 * to all instructions, and as source to most instructions.
1148 * For some instructions it is the texcoord input. Those
1149 * instructions know about the special use. */
1150 sprintf(register_name, "T%u", reg->idx[0].offset);
1151 else
1152 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1153 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1155 else
1157 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1158 sprintf(register_name, "A%u", reg->idx[0].offset);
1159 else
1160 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1162 break;
1164 case WINED3DSPR_COLOROUT:
1165 if (ctx->ps_post_process && !reg->idx[0].offset)
1167 strcpy(register_name, "TMP_COLOR");
1169 else
1171 if (ctx->cur_ps_args->super.srgb_correction)
1172 FIXME("sRGB correction on higher render targets.\n");
1173 if (reg_maps->rt_mask > 1)
1174 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1175 else
1176 strcpy(register_name, "result.color");
1178 break;
1180 case WINED3DSPR_RASTOUT:
1181 if (reg->idx[0].offset == 1)
1182 sprintf(register_name, "%s", ctx->fog_output);
1183 else
1184 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1185 break;
1187 case WINED3DSPR_DEPTHOUT:
1188 strcpy(register_name, "result.depth");
1189 break;
1191 case WINED3DSPR_ATTROUT:
1192 /* case WINED3DSPR_OUTPUT: */
1193 if (pshader)
1194 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1195 else
1196 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1197 break;
1199 case WINED3DSPR_TEXCRDOUT:
1200 if (pshader)
1201 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1202 else if (reg_maps->shader_version.major < 3)
1203 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1204 else
1205 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1206 break;
1208 case WINED3DSPR_LOOP:
1209 if(ctx->target_version >= NV2)
1211 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1212 if(pshader) sprintf(register_name, "A0.x");
1213 else sprintf(register_name, "aL.y");
1215 else
1217 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1218 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1219 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1220 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1221 * indexing
1223 sprintf(register_name, "**aL_emul**");
1226 break;
1228 case WINED3DSPR_CONSTINT:
1229 sprintf(register_name, "I%u", reg->idx[0].offset);
1230 break;
1232 case WINED3DSPR_MISCTYPE:
1233 if (!reg->idx[0].offset)
1234 sprintf(register_name, "vpos");
1235 else if (reg->idx[0].offset == 1)
1236 sprintf(register_name, "fragment.facing.x");
1237 else
1238 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1239 break;
1241 default:
1242 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1243 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1244 break;
1248 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1249 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1251 char register_name[255];
1252 char write_mask[6];
1253 BOOL is_color;
1255 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1256 strcpy(str, register_name);
1258 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1259 strcat(str, write_mask);
1262 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1264 switch(channel_source)
1266 case CHANNEL_SOURCE_ZERO: return "0";
1267 case CHANNEL_SOURCE_ONE: return "1";
1268 case CHANNEL_SOURCE_X: return "x";
1269 case CHANNEL_SOURCE_Y: return "y";
1270 case CHANNEL_SOURCE_Z: return "z";
1271 case CHANNEL_SOURCE_W: return "w";
1272 default:
1273 FIXME("Unhandled channel source %#x\n", channel_source);
1274 return "undefined";
1278 struct color_fixup_masks
1280 DWORD source;
1281 DWORD sign;
1284 static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
1286 struct color_fixup_masks masks = {0, 0};
1288 if (is_complex_fixup(fixup))
1290 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1291 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1292 return masks;
1295 if (fixup.x_source != CHANNEL_SOURCE_X)
1296 masks.source |= WINED3DSP_WRITEMASK_0;
1297 if (fixup.y_source != CHANNEL_SOURCE_Y)
1298 masks.source |= WINED3DSP_WRITEMASK_1;
1299 if (fixup.z_source != CHANNEL_SOURCE_Z)
1300 masks.source |= WINED3DSP_WRITEMASK_2;
1301 if (fixup.w_source != CHANNEL_SOURCE_W)
1302 masks.source |= WINED3DSP_WRITEMASK_3;
1303 masks.source &= dst_mask;
1305 if (fixup.x_sign_fixup)
1306 masks.sign |= WINED3DSP_WRITEMASK_0;
1307 if (fixup.y_sign_fixup)
1308 masks.sign |= WINED3DSP_WRITEMASK_1;
1309 if (fixup.z_sign_fixup)
1310 masks.sign |= WINED3DSP_WRITEMASK_2;
1311 if (fixup.w_sign_fixup)
1312 masks.sign |= WINED3DSP_WRITEMASK_3;
1313 masks.sign &= dst_mask;
1315 return masks;
1318 static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
1319 const char *src, const char *one, const char *two,
1320 struct color_fixup_desc fixup, struct color_fixup_masks masks)
1322 const char *sign_fixup_src = dst;
1324 if (masks.source)
1326 if (masks.sign)
1327 sign_fixup_src = "TA";
1329 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
1330 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1331 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1333 else if (masks.sign)
1335 sign_fixup_src = src;
1338 if (masks.sign)
1340 char reg_mask[6];
1341 char *ptr = reg_mask;
1343 if (masks.sign != WINED3DSP_WRITEMASK_ALL)
1345 *ptr++ = '.';
1346 if (masks.sign & WINED3DSP_WRITEMASK_0)
1347 *ptr++ = 'x';
1348 if (masks.sign & WINED3DSP_WRITEMASK_1)
1349 *ptr++ = 'y';
1350 if (masks.sign & WINED3DSP_WRITEMASK_2)
1351 *ptr++ = 'z';
1352 if (masks.sign & WINED3DSP_WRITEMASK_3)
1353 *ptr++ = 'w';
1355 *ptr = '\0';
1357 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
1361 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1363 uint32_t mod;
1364 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1365 if (!ins->dst_count) return "";
1367 mod = ins->dst[0].modifiers;
1369 /* Silently ignore PARTIALPRECISION if it's not supported */
1370 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1372 if(mod & WINED3DSPDM_MSAMPCENTROID)
1374 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1375 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1378 switch(mod)
1380 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1381 return "H_SAT";
1383 case WINED3DSPDM_SATURATE:
1384 return "_SAT";
1386 case WINED3DSPDM_PARTIALPRECISION:
1387 return "H";
1389 case 0:
1390 return "";
1392 default:
1393 FIXME("Unknown modifiers 0x%08x\n", mod);
1394 return "";
1398 #define TEX_PROJ 0x1
1399 #define TEX_BIAS 0x2
1400 #define TEX_LOD 0x4
1401 #define TEX_DERIV 0x10
1403 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, unsigned int sampler_idx,
1404 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1406 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1407 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1408 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1409 enum wined3d_shader_resource_type resource_type;
1410 struct color_fixup_masks masks;
1411 const char *tex_dst = dst_str;
1412 BOOL np2_fixup = FALSE;
1413 const char *tex_type;
1414 const char *mod;
1416 if (pshader)
1418 resource_type = pixelshader_get_resource_type(ins->ctx->reg_maps, sampler_idx,
1419 priv->cur_ps_args->super.tex_types);
1421 else
1423 resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1425 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1426 sampler_idx += WINED3D_MAX_FRAGMENT_SAMPLERS;
1429 switch (resource_type)
1431 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1432 tex_type = "1D";
1433 break;
1435 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1436 if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
1437 && priv->gl_info->supported[ARB_TEXTURE_RECTANGLE])
1438 tex_type = "RECT";
1439 else
1440 tex_type = "2D";
1442 if (pshader)
1444 if (priv->cur_np2fixup_info->super.active & (1u << sampler_idx))
1446 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1447 else np2_fixup = TRUE;
1450 break;
1452 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1453 tex_type = "3D";
1454 break;
1456 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1457 tex_type = "CUBE";
1458 break;
1460 default:
1461 ERR("Unexpected resource type %#x.\n", resource_type);
1462 tex_type = "";
1465 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1466 * so don't use shader_arb_get_modifier
1468 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1469 else mod = "";
1471 /* Fragment samplers always have identity mapping */
1472 if(sampler_idx >= WINED3D_MAX_FRAGMENT_SAMPLERS)
1474 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - WINED3D_MAX_FRAGMENT_SAMPLERS];
1477 if (pshader)
1479 masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
1480 ins->dst[0].write_mask);
1482 if (masks.source || masks.sign)
1483 tex_dst = "TA";
1486 if (flags & TEX_DERIV)
1488 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1489 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1490 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1491 dsx, dsy, sampler_idx, tex_type);
1493 else if(flags & TEX_LOD)
1495 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1496 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1497 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1498 sampler_idx, tex_type);
1500 else if (flags & TEX_BIAS)
1502 /* Shouldn't be possible, but let's check for it */
1503 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1504 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1505 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1507 else if (flags & TEX_PROJ)
1509 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1511 else
1513 if (np2_fixup)
1515 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1516 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1517 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1519 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
1521 else
1522 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1525 if (pshader)
1527 gen_color_correction(buffer, dst_str, tex_dst,
1528 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1529 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1530 priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
1534 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1535 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1537 /* Generate a line that does the input modifier computation and return the input register to use */
1538 BOOL is_color = FALSE, insert_line;
1539 char regstr[256];
1540 char swzstr[20];
1541 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1542 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1543 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1544 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1546 /* Assume a new line will be added */
1547 insert_line = TRUE;
1549 /* Get register name */
1550 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1551 shader_arb_get_swizzle(src, is_color, swzstr);
1553 switch (src->modifiers)
1555 case WINED3DSPSM_NONE:
1556 sprintf(outregstr, "%s%s", regstr, swzstr);
1557 insert_line = FALSE;
1558 break;
1559 case WINED3DSPSM_NEG:
1560 sprintf(outregstr, "-%s%s", regstr, swzstr);
1561 insert_line = FALSE;
1562 break;
1563 case WINED3DSPSM_BIAS:
1564 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1565 break;
1566 case WINED3DSPSM_BIASNEG:
1567 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1568 break;
1569 case WINED3DSPSM_SIGN:
1570 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1571 break;
1572 case WINED3DSPSM_SIGNNEG:
1573 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1574 break;
1575 case WINED3DSPSM_COMP:
1576 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1577 break;
1578 case WINED3DSPSM_X2:
1579 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1580 break;
1581 case WINED3DSPSM_X2NEG:
1582 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1583 break;
1584 case WINED3DSPSM_DZ:
1585 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1586 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1587 break;
1588 case WINED3DSPSM_DW:
1589 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1590 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1591 break;
1592 case WINED3DSPSM_ABS:
1593 if(ctx->target_version >= NV2) {
1594 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1595 insert_line = FALSE;
1596 } else {
1597 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1599 break;
1600 case WINED3DSPSM_ABSNEG:
1601 if(ctx->target_version >= NV2) {
1602 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1603 } else {
1604 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1605 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1607 insert_line = FALSE;
1608 break;
1609 default:
1610 sprintf(outregstr, "%s%s", regstr, swzstr);
1611 insert_line = FALSE;
1614 /* Return modified or original register, with swizzle */
1615 if (insert_line)
1616 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1619 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1621 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1622 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1623 unsigned int sampler_code = dst->reg.idx[0].offset;
1624 char dst_name[50];
1625 char src_name[2][50];
1627 shader_arb_get_dst_param(ins, dst, dst_name);
1629 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1631 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1632 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1633 * temps is done.
1635 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1636 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1637 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1638 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1639 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1641 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1642 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1645 static enum wined3d_shader_src_modifier negate_modifiers(enum wined3d_shader_src_modifier mod, char *extra_char)
1647 *extra_char = ' ';
1648 switch(mod)
1650 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1651 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1652 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1653 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1654 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1655 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1656 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1657 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1658 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1659 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1660 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1661 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1662 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1663 case WINED3DSPSM_NOT: FIXME("Unknown modifier %u\n", mod);
1665 return mod;
1668 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1670 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1671 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1672 char dst_name[50];
1673 char src_name[3][50];
1674 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1675 ins->ctx->reg_maps->shader_version.minor);
1677 shader_arb_get_dst_param(ins, dst, dst_name);
1678 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1680 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1681 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1683 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1685 else
1687 struct wined3d_shader_src_param src0_copy = ins->src[0];
1688 char extra_neg;
1690 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1691 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1693 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1694 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1695 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1696 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1697 dst_name, src_name[1], src_name[2]);
1701 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1703 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1704 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1705 char dst_name[50];
1706 char src_name[3][50];
1708 shader_arb_get_dst_param(ins, dst, dst_name);
1710 /* Generate input register names (with modifiers) */
1711 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1712 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1713 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1715 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1716 dst_name, src_name[0], src_name[2], src_name[1]);
1719 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1720 * dst = dot2(src0, src1) + src2 */
1721 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1723 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1724 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1725 char dst_name[50];
1726 char src_name[3][50];
1727 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1729 shader_arb_get_dst_param(ins, dst, dst_name);
1730 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1731 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1733 if(ctx->target_version >= NV3)
1735 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1736 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1737 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1738 dst_name, src_name[0], src_name[1], src_name[2]);
1740 else if(ctx->target_version >= NV2)
1742 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1743 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1744 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1745 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1747 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1749 * .xyxy and other swizzles that we could get with this are not valid in
1750 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1752 struct wined3d_shader_src_param tmp_param = ins->src[1];
1753 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1754 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1756 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1758 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1759 dst_name, src_name[2], src_name[0], src_name[1]);
1761 else
1763 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1764 /* 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]
1765 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1767 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1768 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1769 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1770 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1774 /* Map the opcode 1-to-1 to the GL code */
1775 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1777 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1778 const char *instruction;
1779 char arguments[256], dst_str[50];
1780 unsigned int i;
1781 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1783 switch (ins->handler_idx)
1785 case WINED3DSIH_ABS: instruction = "ABS"; break;
1786 case WINED3DSIH_ADD: instruction = "ADD"; break;
1787 case WINED3DSIH_CRS: instruction = "XPD"; break;
1788 case WINED3DSIH_DP3: instruction = "DP3"; break;
1789 case WINED3DSIH_DP4: instruction = "DP4"; break;
1790 case WINED3DSIH_DST: instruction = "DST"; break;
1791 case WINED3DSIH_FRC: instruction = "FRC"; break;
1792 case WINED3DSIH_LIT: instruction = "LIT"; break;
1793 case WINED3DSIH_LRP: instruction = "LRP"; break;
1794 case WINED3DSIH_MAD: instruction = "MAD"; break;
1795 case WINED3DSIH_MAX: instruction = "MAX"; break;
1796 case WINED3DSIH_MIN: instruction = "MIN"; break;
1797 case WINED3DSIH_MOV: instruction = "MOV"; break;
1798 case WINED3DSIH_MUL: instruction = "MUL"; break;
1799 case WINED3DSIH_SGE: instruction = "SGE"; break;
1800 case WINED3DSIH_SLT: instruction = "SLT"; break;
1801 case WINED3DSIH_SUB: instruction = "SUB"; break;
1802 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1803 case WINED3DSIH_DSX: instruction = "DDX"; break;
1804 default: instruction = "";
1805 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
1806 break;
1809 /* Note that shader_arb_add_dst_param() adds spaces. */
1810 arguments[0] = '\0';
1811 shader_arb_get_dst_param(ins, dst, dst_str);
1812 for (i = 0; i < ins->src_count; ++i)
1814 char operand[100];
1815 strcat(arguments, ", ");
1816 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1817 strcat(arguments, operand);
1819 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1822 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1824 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1826 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1829 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1831 const struct wined3d_shader *shader = ins->ctx->shader;
1832 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1833 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1834 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1835 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1836 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1837 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1839 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1840 char src0_param[256];
1842 if (ins->handler_idx == WINED3DSIH_MOVA)
1844 const struct arb_vshader_private *shader_data = shader->backend_data;
1845 char write_mask[6];
1846 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1848 if(ctx->target_version >= NV2) {
1849 shader_hw_map2gl(ins);
1850 return;
1852 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1853 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1855 /* This implements the mova formula used in GLSL. The first two instructions
1856 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1857 * in this case:
1858 * mova A0.x, 0.0
1860 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1862 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1863 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1865 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1866 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1868 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1869 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1870 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1871 if (shader_data->rel_offset)
1873 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1875 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1877 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1879 else if (reg_maps->shader_version.major == 1
1880 && !shader_is_pshader_version(reg_maps->shader_version.type)
1881 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1883 const struct arb_vshader_private *shader_data = shader->backend_data;
1884 src0_param[0] = '\0';
1886 if (shader_data->rel_offset && ctx->target_version == ARB)
1888 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1889 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1890 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1891 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1893 else
1895 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1896 * with more than one component. Thus replicate the first source argument over all
1897 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1898 struct wined3d_shader_src_param tmp_src = ins->src[0];
1899 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1900 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1901 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1904 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1906 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1908 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1909 return;
1911 shader_hw_map2gl(ins);
1913 else
1915 shader_hw_map2gl(ins);
1919 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1921 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1922 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1923 char reg_dest[40];
1925 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1926 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1928 shader_arb_get_dst_param(ins, dst, reg_dest);
1930 if (ins->ctx->reg_maps->shader_version.major >= 2)
1932 const char *kilsrc = "TA";
1933 BOOL is_color;
1935 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1936 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1938 kilsrc = reg_dest;
1940 else
1942 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1943 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1944 * masked out components to 0(won't kill)
1946 char x = '0', y = '0', z = '0', w = '0';
1947 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1948 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1949 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1950 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1951 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1953 shader_addline(buffer, "KIL %s;\n", kilsrc);
1955 else
1957 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1958 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1960 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1961 * or pass in any temporary register(in shader phase 2)
1963 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1964 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1965 else
1966 shader_arb_get_dst_param(ins, dst, reg_dest);
1967 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1968 shader_addline(buffer, "KIL TA;\n");
1972 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1974 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1975 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1976 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1977 ins->ctx->reg_maps->shader_version.minor);
1978 struct wined3d_shader_src_param src;
1980 char reg_dest[40];
1981 char reg_coord[40];
1982 unsigned int reg_sampler_code;
1983 WORD myflags = 0;
1984 BOOL swizzle_coord = FALSE;
1986 /* All versions have a destination register */
1987 shader_arb_get_dst_param(ins, dst, reg_dest);
1989 /* 1.0-1.4: Use destination register number as texture code.
1990 2.0+: Use provided sampler number as texture code. */
1991 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1992 reg_sampler_code = dst->reg.idx[0].offset;
1993 else
1994 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1996 /* 1.0-1.3: Use the texcoord varying.
1997 1.4+: Use provided coordinate source register. */
1998 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1999 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
2000 else {
2001 /* TEX is the only instruction that can handle DW and DZ natively */
2002 src = ins->src[0];
2003 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
2004 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
2005 shader_arb_get_src_param(ins, &src, 0, reg_coord);
2008 /* projection flag:
2009 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2010 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2011 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2013 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2015 DWORD flags = 0;
2016 if (reg_sampler_code < WINED3D_MAX_TEXTURES)
2017 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2018 if (flags & WINED3D_PSARGS_PROJECTED)
2020 myflags |= TEX_PROJ;
2021 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
2022 swizzle_coord = TRUE;
2025 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2027 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2028 if (src_mod == WINED3DSPSM_DZ)
2030 swizzle_coord = TRUE;
2031 myflags |= TEX_PROJ;
2032 } else if(src_mod == WINED3DSPSM_DW) {
2033 myflags |= TEX_PROJ;
2035 } else {
2036 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2037 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2040 if (swizzle_coord)
2042 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2043 * reg_coord is a read-only varying register, so we need a temp reg */
2044 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2045 strcpy(reg_coord, "TA");
2048 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2051 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2053 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2054 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2055 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2056 ins->ctx->reg_maps->shader_version.minor);
2057 char dst_str[50];
2059 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2061 unsigned int reg = dst->reg.idx[0].offset;
2063 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2064 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2065 } else {
2066 char reg_src[40];
2068 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2069 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2070 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2074 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2076 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2077 DWORD flags = 0;
2079 unsigned int reg1 = ins->dst[0].reg.idx[0].offset;
2080 char dst_str[50];
2081 char src_str[50];
2083 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2084 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2085 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2086 /* Move .x first in case src_str is "TA" */
2087 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2088 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2089 if (reg1 < WINED3D_MAX_TEXTURES)
2091 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2092 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2094 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2097 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2099 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2101 unsigned int reg1 = ins->dst[0].reg.idx[0].offset;
2102 char dst_str[50];
2103 char src_str[50];
2105 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2106 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2107 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2108 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2109 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2110 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2113 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2115 unsigned int reg1 = ins->dst[0].reg.idx[0].offset;
2116 char dst_str[50];
2117 char src_str[50];
2119 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2120 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2121 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2122 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2125 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2127 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2128 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2129 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2130 char reg_coord[40], dst_reg[50], src_reg[50];
2131 unsigned int reg_dest_code;
2133 /* All versions have a destination register. The Tx where the texture coordinates come
2134 * from is the varying incarnation of the texture register
2136 reg_dest_code = dst->reg.idx[0].offset;
2137 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2138 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2139 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2141 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2142 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2144 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2145 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2147 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2148 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2149 * extension.
2151 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2152 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2153 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2154 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2156 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2157 * so we can't let the GL handle this.
2159 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2160 & WINED3D_PSARGS_PROJECTED)
2162 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2163 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2164 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2165 } else {
2166 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2169 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2171 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2173 /* No src swizzles are allowed, so this is ok */
2174 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2175 src_reg, reg_dest_code, reg_dest_code);
2176 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2180 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2182 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2183 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2184 char src0_name[50], dst_name[50];
2185 BOOL is_color;
2186 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2188 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2189 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2190 * T<reg+1> register. Use this register to store the calculated vector
2192 tmp_reg.idx[0].offset = reg + 1;
2193 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2194 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2197 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2199 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2200 DWORD flags;
2201 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2202 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2203 char dst_str[50];
2204 char src0_name[50];
2205 char dst_reg[50];
2206 BOOL is_color;
2208 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2209 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2211 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2212 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2213 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2214 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2215 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2218 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2220 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2221 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2222 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2223 char src0_name[50], dst_name[50];
2224 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2225 BOOL is_color;
2227 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2228 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2229 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2231 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2232 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2234 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2235 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2236 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2237 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2240 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2242 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2243 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2244 DWORD flags;
2245 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2246 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2247 char dst_str[50];
2248 char src0_name[50], dst_name[50];
2249 BOOL is_color;
2251 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2252 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2253 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2255 /* Sample the texture using the calculated coordinates */
2256 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2257 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2258 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2259 tex_mx->current_row = 0;
2262 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2264 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2265 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2266 DWORD flags;
2267 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2268 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2269 char dst_str[50];
2270 char src0_name[50];
2271 char dst_reg[50];
2272 BOOL is_color;
2274 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2275 * components for temporary data storage
2277 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2278 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2279 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2281 /* Construct the eye-ray vector from w coordinates */
2282 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2283 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2284 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2286 /* Calculate reflection vector
2288 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2289 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2290 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2291 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2292 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2293 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2294 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2296 /* Sample the texture using the calculated coordinates */
2297 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2298 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2299 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2300 tex_mx->current_row = 0;
2303 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2305 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2306 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2307 DWORD flags;
2308 unsigned int reg = ins->dst[0].reg.idx[0].offset;
2309 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2310 char dst_str[50];
2311 char src0_name[50];
2312 char src1_name[50];
2313 char dst_reg[50];
2314 BOOL is_color;
2316 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2317 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2318 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2319 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2320 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2322 /* Calculate reflection vector.
2324 * dot(N, E)
2325 * dst_reg.xyz = 2 * --------- * N - E
2326 * dot(N, N)
2328 * Which normalizes the normal vector
2330 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2331 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2332 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2333 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2334 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2335 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2337 /* Sample the texture using the calculated coordinates */
2338 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2339 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2340 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2341 tex_mx->current_row = 0;
2344 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2346 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2347 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2348 char dst_name[50];
2349 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2350 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2352 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2353 * which is essentially an input, is the destination register because it is the first
2354 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2355 * here(writemasks/swizzles are not valid on texdepth)
2357 shader_arb_get_dst_param(ins, dst, dst_name);
2359 /* According to the msdn, the source register(must be r5) is unusable after
2360 * the texdepth instruction, so we're free to modify it
2362 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2364 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2365 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2366 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2368 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2369 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2370 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2371 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2374 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2375 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2376 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2377 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2379 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2380 unsigned int sampler_idx = ins->dst[0].reg.idx[0].offset;
2381 char src0[50];
2382 char dst_str[50];
2384 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2385 shader_addline(buffer, "MOV TB, 0.0;\n");
2386 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2388 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2389 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2392 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2393 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2394 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2396 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2397 char src0[50];
2398 char dst_str[50];
2399 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2401 /* Handle output register */
2402 shader_arb_get_dst_param(ins, dst, dst_str);
2403 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2404 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2407 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2408 * Perform the 3rd row of a 3x3 matrix multiply */
2409 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2411 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2412 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2413 char dst_str[50], dst_name[50];
2414 char src0[50];
2415 BOOL is_color;
2417 shader_arb_get_dst_param(ins, dst, dst_str);
2418 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2419 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2420 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2421 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2424 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2425 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2426 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2427 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2429 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2431 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2432 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2433 char src0[50], dst_name[50];
2434 BOOL is_color;
2435 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2436 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2438 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2439 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2440 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2442 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2443 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2444 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2446 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2447 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2448 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2449 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2452 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2453 Vertex/Pixel shaders to ARB_vertex_program codes */
2454 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2456 int i;
2457 int nComponents = 0;
2458 struct wined3d_shader_dst_param tmp_dst = {{0}};
2459 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2460 struct wined3d_shader_instruction tmp_ins;
2462 memset(&tmp_ins, 0, sizeof(tmp_ins));
2464 /* Set constants for the temporary argument */
2465 tmp_ins.ctx = ins->ctx;
2466 tmp_ins.dst_count = 1;
2467 tmp_ins.dst = &tmp_dst;
2468 tmp_ins.src_count = 2;
2469 tmp_ins.src = tmp_src;
2471 switch(ins->handler_idx)
2473 case WINED3DSIH_M4x4:
2474 nComponents = 4;
2475 tmp_ins.handler_idx = WINED3DSIH_DP4;
2476 break;
2477 case WINED3DSIH_M4x3:
2478 nComponents = 3;
2479 tmp_ins.handler_idx = WINED3DSIH_DP4;
2480 break;
2481 case WINED3DSIH_M3x4:
2482 nComponents = 4;
2483 tmp_ins.handler_idx = WINED3DSIH_DP3;
2484 break;
2485 case WINED3DSIH_M3x3:
2486 nComponents = 3;
2487 tmp_ins.handler_idx = WINED3DSIH_DP3;
2488 break;
2489 case WINED3DSIH_M3x2:
2490 nComponents = 2;
2491 tmp_ins.handler_idx = WINED3DSIH_DP3;
2492 break;
2493 default:
2494 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2495 break;
2498 tmp_dst = ins->dst[0];
2499 tmp_src[0] = ins->src[0];
2500 tmp_src[1] = ins->src[1];
2501 for (i = 0; i < nComponents; ++i)
2503 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2504 shader_hw_map2gl(&tmp_ins);
2505 ++tmp_src[1].reg.idx[0].offset;
2509 static enum wined3d_shader_src_modifier abs_modifier(enum wined3d_shader_src_modifier mod, BOOL *need_abs)
2511 *need_abs = FALSE;
2513 switch(mod)
2515 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2516 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2517 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2518 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2519 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2520 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2521 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2522 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2523 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2524 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2525 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2526 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2527 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2528 case WINED3DSPSM_NOT: FIXME("Unknown modifier %u\n", mod);
2530 return mod;
2533 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2535 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2536 const char *instruction;
2537 struct wined3d_shader_src_param src0_copy = ins->src[0];
2538 BOOL need_abs = FALSE;
2540 char dst[50];
2541 char src[50];
2543 switch(ins->handler_idx)
2545 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2546 case WINED3DSIH_RCP: instruction = "RCP"; break;
2547 case WINED3DSIH_EXPP:
2548 if (ins->ctx->reg_maps->shader_version.major < 2)
2550 instruction = "EXP";
2551 break;
2553 /* Drop through. */
2554 case WINED3DSIH_EXP:
2555 instruction = "EX2";
2556 break;
2557 case WINED3DSIH_LOG:
2558 case WINED3DSIH_LOGP:
2559 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2560 * instruction, but notice that the output of those instructions is
2561 * different. */
2562 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2563 instruction = "LG2";
2564 break;
2565 default: instruction = "";
2566 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2567 break;
2570 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2571 * .w is used. */
2572 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2574 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2575 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2577 if(need_abs)
2579 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2580 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2582 else
2584 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2589 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2591 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2592 char dst_name[50];
2593 char src_name[50];
2594 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2595 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2596 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2598 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2599 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2601 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2602 * otherwise NRM or RSQ would return NaN */
2603 if(pshader && priv->target_version >= NV3)
2605 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2607 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2609 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2610 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2611 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2613 else if(priv->target_version >= NV2)
2615 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2616 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2617 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2618 src_name);
2620 else
2622 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2624 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2625 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2626 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2628 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2629 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2631 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2632 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2633 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2634 src_name);
2638 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2640 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2641 char dst_name[50];
2642 char src_name[3][50];
2644 /* ARB_fragment_program has a convenient LRP instruction */
2645 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2646 shader_hw_map2gl(ins);
2647 return;
2650 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2651 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2652 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2653 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2655 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2656 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2657 dst_name, src_name[0], src_name[2]);
2660 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2662 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2663 * must contain fixed constants. So we need a separate function to filter those constants and
2664 * can't use map2gl
2666 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2667 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2668 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2669 char dst_name[50];
2670 char src_name0[50], src_name1[50], src_name2[50];
2671 BOOL is_color;
2673 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2674 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2675 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2676 /* No modifiers are supported on SCS */
2677 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2679 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2681 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2682 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2684 } else if(priv->target_version >= NV2) {
2685 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2687 /* Sincos writemask must be .x, .y or .xy */
2688 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2689 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2690 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2691 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2692 } else {
2693 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2694 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2696 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2697 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2699 * The constants we get are:
2701 * +1 +1, -1 -1 +1 +1 -1 -1
2702 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2703 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2705 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2707 * (x/2)^2 = x^2 / 4
2708 * (x/2)^3 = x^3 / 8
2709 * (x/2)^4 = x^4 / 16
2710 * (x/2)^5 = x^5 / 32
2711 * etc
2713 * To get the final result:
2714 * sin(x) = 2 * sin(x/2) * cos(x/2)
2715 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2716 * (from sin(x+y) and cos(x+y) rules)
2718 * As per MSDN, dst.z is undefined after the operation, and so is
2719 * dst.x and dst.y if they're masked out by the writemask. Ie
2720 * sincos dst.y, src1, c0, c1
2721 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2722 * vsa.exe also stops with an error if the dest register is the same register as the source
2723 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2724 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2726 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2727 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2728 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2730 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2731 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2732 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2733 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2734 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2735 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2737 /* sin(x/2)
2739 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2740 * properly merge that with MULs in the code above?
2741 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2742 * we can merge the sine and cosine MAD rows to calculate them together.
2744 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2745 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2746 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2747 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2749 /* cos(x/2) */
2750 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2751 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2752 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2754 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2755 /* cos x */
2756 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2757 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2759 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2760 /* sin x */
2761 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2762 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2767 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2769 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2770 char dst_name[50];
2771 char src_name[50];
2772 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2774 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2775 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2777 /* SGN is only valid in vertex shaders */
2778 if(ctx->target_version >= NV2) {
2779 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2780 return;
2783 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2784 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2786 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2787 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2788 } else {
2789 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2790 * Then use TA, and calculate the final result
2792 * Not reading from TA? Store the first result in TA to avoid overwriting the
2793 * destination if src reg = dst reg
2795 if(strstr(src_name, "TA"))
2797 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2798 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2799 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2801 else
2803 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2804 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2805 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2810 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2812 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2813 char src[50];
2814 char dst[50];
2815 char dst_name[50];
2816 BOOL is_color;
2818 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2819 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2820 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2822 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2823 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2826 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2828 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2829 char src0[50], src1[50], dst[50];
2830 struct wined3d_shader_src_param src0_copy = ins->src[0];
2831 BOOL need_abs = FALSE;
2832 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2833 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2835 /* POW operates on the absolute value of the input */
2836 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2838 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2839 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2840 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2842 if (need_abs)
2843 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2844 else
2845 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2847 if (priv->target_version >= NV2)
2849 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2850 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2851 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2853 else
2855 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2856 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2858 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2859 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2860 /* Possibly add flt_eps to avoid getting float special values */
2861 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2862 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2863 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2864 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2868 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2870 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2871 char src_name[50];
2872 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2874 /* src0 is aL */
2875 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2877 if(vshader)
2879 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2880 struct list *e = list_head(&priv->control_frames);
2881 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2883 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2884 /* The constant loader makes sure to load -1 into iX.w */
2885 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2886 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2887 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2889 else
2891 shader_addline(buffer, "LOOP %s;\n", src_name);
2895 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2897 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2898 char src_name[50];
2899 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2901 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2903 /* The constant loader makes sure to load -1 into iX.w */
2904 if(vshader)
2906 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2907 struct list *e = list_head(&priv->control_frames);
2908 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2910 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2912 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2913 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2914 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2916 else
2918 shader_addline(buffer, "REP %s;\n", src_name);
2922 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2924 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2925 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2927 if(vshader)
2929 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2930 struct list *e = list_head(&priv->control_frames);
2931 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2933 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2934 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2935 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2937 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2939 else
2941 shader_addline(buffer, "ENDLOOP;\n");
2945 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2947 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2948 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2950 if(vshader)
2952 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2953 struct list *e = list_head(&priv->control_frames);
2954 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2956 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2957 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2958 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2960 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2962 else
2964 shader_addline(buffer, "ENDREP;\n");
2968 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2970 struct control_frame *control_frame;
2972 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2974 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2976 ERR("Could not find loop for break\n");
2977 return NULL;
2980 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2982 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2983 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2984 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2986 if(vshader)
2988 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2990 else
2992 shader_addline(buffer, "BRK;\n");
2996 static const char *get_compare(enum wined3d_shader_rel_op op)
2998 switch (op)
3000 case WINED3D_SHADER_REL_OP_GT: return "GT";
3001 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
3002 case WINED3D_SHADER_REL_OP_GE: return "GE";
3003 case WINED3D_SHADER_REL_OP_LT: return "LT";
3004 case WINED3D_SHADER_REL_OP_NE: return "NE";
3005 case WINED3D_SHADER_REL_OP_LE: return "LE";
3006 default:
3007 FIXME("Unrecognized operator %#x.\n", op);
3008 return "(\?\?)";
3012 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3014 switch (op)
3016 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3017 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3018 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3019 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3020 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3021 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3022 default:
3023 FIXME("Unrecognized operator %#x.\n", op);
3024 return -1;
3028 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3030 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3031 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3032 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3033 char src_name0[50];
3034 char src_name1[50];
3035 const char *comp = get_compare(ins->flags);
3037 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3038 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3040 if(vshader)
3042 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3043 * away the subtraction result
3045 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3046 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3048 else
3050 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3051 shader_addline(buffer, "BRK (%s.x);\n", comp);
3055 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3057 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3058 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3059 struct list *e = list_head(&priv->control_frames);
3060 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3061 const char *comp;
3062 char src_name0[50];
3063 char src_name1[50];
3064 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3066 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3067 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3069 if(vshader)
3071 /* Invert the flag. We jump to the else label if the condition is NOT true */
3072 comp = get_compare(invert_compare(ins->flags));
3073 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3074 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3076 else
3078 comp = get_compare(ins->flags);
3079 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3080 shader_addline(buffer, "IF %s.x;\n", comp);
3084 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3086 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3087 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3088 struct list *e = list_head(&priv->control_frames);
3089 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3090 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3092 if(vshader)
3094 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3095 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3096 control_frame->had_else = TRUE;
3098 else
3100 shader_addline(buffer, "ELSE;\n");
3104 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3106 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3107 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3108 struct list *e = list_head(&priv->control_frames);
3109 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3110 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3112 if(vshader)
3114 if(control_frame->had_else)
3116 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3118 else
3120 shader_addline(buffer, "#No else branch. else is endif\n");
3121 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3124 else
3126 shader_addline(buffer, "ENDIF;\n");
3130 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3132 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3133 char reg_dest[40];
3134 char reg_src[3][40];
3135 WORD flags = TEX_DERIV;
3137 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3138 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3139 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3140 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3142 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3143 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3145 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3148 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3150 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3151 char reg_dest[40];
3152 char reg_coord[40];
3153 WORD flags = TEX_LOD;
3155 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3156 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3158 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3159 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3161 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3164 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3166 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3167 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3169 priv->in_main_func = FALSE;
3170 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3171 * subroutine, don't generate a label that will make GL complain
3173 if(priv->target_version == ARB) return;
3175 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3178 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3179 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3180 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3181 struct wined3d_string_buffer *buffer)
3183 unsigned int i;
3185 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3186 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3187 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3188 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3190 if (args->super.fog_src == VS_FOG_Z)
3192 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3194 else
3196 if (!reg_maps->fog)
3198 /* posFixup.x is always 1.0, so we can safely use it */
3199 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3201 else
3203 /* Clamp fogcoord */
3204 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3205 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3207 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3208 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3212 /* Clipplanes are always stored without y inversion */
3213 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3215 if (args->super.clip_enabled)
3217 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3219 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3223 else if (args->clip.boolclip.clip_texcoord)
3225 static const char component[4] = {'x', 'y', 'z', 'w'};
3226 unsigned int cur_clip = 0;
3227 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3229 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3231 if (args->clip.boolclip.clipplane_mask & (1u << i))
3233 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3234 component[cur_clip++], i);
3237 switch (cur_clip)
3239 case 0:
3240 shader_addline(buffer, "MOV TA, %s;\n", zero);
3241 break;
3242 case 1:
3243 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3244 break;
3245 case 2:
3246 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3247 break;
3248 case 3:
3249 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3250 break;
3252 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3253 args->clip.boolclip.clip_texcoord - 1);
3256 /* Write the final position.
3258 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3259 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3260 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3261 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3263 if (!gl_info->supported[ARB_CLIP_CONTROL])
3265 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3266 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3267 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3269 /* Z coord [0;1]->[-1;1] mapping, see comment in
3270 * get_projection_matrix() in utils.c. */
3271 if (need_helper_const(shader_data, reg_maps, gl_info))
3273 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3274 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3276 else
3278 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3279 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3283 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3285 priv_ctx->footer_written = TRUE;
3288 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3290 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3291 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3292 const struct wined3d_shader *shader = ins->ctx->shader;
3293 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3295 if(priv->target_version == ARB) return;
3297 if(vshader)
3299 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3300 priv->cur_vs_args, ins->ctx->reg_maps, priv->gl_info, buffer);
3303 shader_addline(buffer, "RET;\n");
3306 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3308 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3309 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3312 static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3314 const char *ptr, *end, *line;
3315 GLint native, pos;
3317 if (TRACE_ON(d3d_shader))
3319 ptr = src;
3320 end = ptr + strlen(ptr);
3321 while ((line = wined3d_get_line(&ptr, end)))
3323 TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3327 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3328 checkGLcall("glProgramStringARB()");
3330 if (FIXME_ON(d3d_shader))
3332 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3333 if (pos != -1)
3335 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3336 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3337 ptr = src;
3338 end = ptr + strlen(ptr);
3339 while ((line = wined3d_get_line(&ptr, end)))
3341 FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3343 FIXME_(d3d_shader)("\n");
3345 return FALSE;
3349 if (WARN_ON(d3d_perf))
3351 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3352 checkGLcall("glGetProgramivARB()");
3353 if (!native)
3354 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3357 return TRUE;
3360 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3361 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3363 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3365 if(condcode)
3367 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3368 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3369 /* Calculate the > 0.0031308 case */
3370 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3371 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3372 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3373 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3374 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3375 /* Calculate the < case */
3376 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3378 else
3380 /* Calculate the > 0.0031308 case */
3381 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3382 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3383 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3384 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3385 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3386 /* Calculate the < case */
3387 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3388 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3389 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3390 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3391 /* Store the components > 0.0031308 in the destination */
3392 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3393 /* Add the components that are < 0.0031308 */
3394 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3395 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3396 * result.color writes(.rgb first, then .a), or handle overwriting already written
3397 * components. The assembler uses a temporary register in this case, which is usually
3398 * not allocated from one of our registers that were used earlier.
3401 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3404 static const unsigned int *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3406 const struct wined3d_shader_lconst *constant;
3408 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3410 if (constant->idx == idx)
3412 return constant->value;
3415 return NULL;
3418 static void init_ps_input(const struct wined3d_shader *shader,
3419 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3421 static const char * const texcoords[8] =
3423 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3424 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3426 unsigned int i;
3427 const struct wined3d_shader_signature_element *input;
3428 const char *semantic_name;
3429 unsigned int semantic_idx;
3431 if (args->super.vp_mode == WINED3D_VP_MODE_SHADER)
3433 /* That one is easy. The vertex shaders provide v0-v7 in
3434 * fragment.texcoord and v8 and v9 in fragment.color. */
3435 for (i = 0; i < 8; ++i)
3437 priv->ps_input[i] = texcoords[i];
3439 priv->ps_input[8] = "fragment.color.primary";
3440 priv->ps_input[9] = "fragment.color.secondary";
3441 return;
3444 /* The fragment shader has to collect the varyings on its own. In any case
3445 * properly load color0 and color1. In the case of pre-transformed
3446 * vertices also load texture coordinates. Set other attributes to 0.0.
3448 * For fixed-function this behavior is correct, according to the tests.
3449 * For pre-transformed we'd either need a replacement shader that can load
3450 * other attributes like BINORMAL, or load the texture coordinate
3451 * attribute pointers to match the fragment shader signature. */
3452 for (i = 0; i < shader->input_signature.element_count; ++i)
3454 input = &shader->input_signature.elements[i];
3455 if (!(semantic_name = input->semantic_name))
3456 continue;
3457 semantic_idx = input->semantic_idx;
3459 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3461 if (!semantic_idx)
3462 priv->ps_input[input->register_idx] = "fragment.color.primary";
3463 else if (semantic_idx == 1)
3464 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3465 else
3466 priv->ps_input[input->register_idx] = "0.0";
3468 else if (args->super.vp_mode == WINED3D_VP_MODE_FF)
3470 priv->ps_input[input->register_idx] = "0.0";
3472 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3474 if (semantic_idx < 8)
3475 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3476 else
3477 priv->ps_input[input->register_idx] = "0.0";
3479 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3481 if (!semantic_idx)
3482 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3483 else
3484 priv->ps_input[input->register_idx] = "0.0";
3486 else
3488 priv->ps_input[input->register_idx] = "0.0";
3491 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3492 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3496 static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
3497 const char *fragcolor, const char *tmp)
3499 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3500 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3501 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3504 /* Context activation is done by the caller. */
3505 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3506 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3507 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3509 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3510 GLuint retval;
3511 char fragcolor[16];
3512 unsigned int next_local = 0;
3513 struct shader_arb_ctx_priv priv_ctx;
3514 BOOL dcl_td = FALSE;
3515 BOOL want_nv_prog = FALSE;
3516 struct arb_pshader_private *shader_priv = shader->backend_data;
3517 BOOL custom_linear_fog = FALSE;
3518 uint32_t map;
3520 char srgbtmp[4][4];
3521 char ftoa_tmp[17];
3522 unsigned int i, found = 0;
3524 map = reg_maps->temporary;
3525 while (map)
3527 i = wined3d_bit_scan(&map);
3528 if ((shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3529 || (reg_maps->shader_version.major < 2 && !i))
3530 continue;
3532 sprintf(srgbtmp[found], "R%u", i);
3533 ++found;
3534 if (found == 4) break;
3537 switch(found) {
3538 case 0:
3539 sprintf(srgbtmp[0], "TA");
3540 sprintf(srgbtmp[1], "TB");
3541 sprintf(srgbtmp[2], "TC");
3542 sprintf(srgbtmp[3], "TD");
3543 dcl_td = TRUE;
3544 break;
3545 case 1:
3546 sprintf(srgbtmp[1], "TA");
3547 sprintf(srgbtmp[2], "TB");
3548 sprintf(srgbtmp[3], "TC");
3549 break;
3550 case 2:
3551 sprintf(srgbtmp[2], "TA");
3552 sprintf(srgbtmp[3], "TB");
3553 break;
3554 case 3:
3555 sprintf(srgbtmp[3], "TA");
3556 break;
3557 case 4:
3558 break;
3561 /* Create the hw ARB shader */
3562 memset(&priv_ctx, 0, sizeof(priv_ctx));
3563 priv_ctx.gl_info = gl_info;
3564 priv_ctx.cur_ps_args = args;
3565 priv_ctx.compiled_fprog = compiled;
3566 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3567 init_ps_input(shader, args, &priv_ctx);
3568 list_init(&priv_ctx.control_frames);
3569 priv_ctx.ps_post_process = args->super.srgb_correction;
3571 /* Avoid enabling NV_fragment_program* if we do not need it.
3573 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3574 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3575 * is faster than what we gain from using higher native instructions. There are some things though
3576 * that cannot be emulated. In that case enable the extensions.
3577 * If the extension is enabled, instruction handlers that support both ways will use it.
3579 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3580 * So enable the best we can get.
3582 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3583 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3585 want_nv_prog = TRUE;
3588 shader_addline(buffer, "!!ARBfp1.0\n");
3589 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3591 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3592 priv_ctx.target_version = NV3;
3594 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3596 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3597 priv_ctx.target_version = NV2;
3598 } else {
3599 if(want_nv_prog)
3601 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3602 * limits properly
3604 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3605 ERR("Try GLSL\n");
3607 priv_ctx.target_version = ARB;
3610 if (reg_maps->rt_mask > 1)
3612 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3615 if (reg_maps->shader_version.major < 3)
3617 switch (args->super.fog)
3619 case WINED3D_FFP_PS_FOG_OFF:
3620 break;
3621 case WINED3D_FFP_PS_FOG_LINEAR:
3622 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3624 custom_linear_fog = TRUE;
3625 priv_ctx.ps_post_process = TRUE;
3626 break;
3628 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3629 break;
3630 case WINED3D_FFP_PS_FOG_EXP:
3631 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3632 break;
3633 case WINED3D_FFP_PS_FOG_EXP2:
3634 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3635 break;
3639 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3640 * unused temps away(but occupies them for the whole shader if they're used once). Always
3641 * declaring them avoids tricky bookkeeping work
3643 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3644 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3645 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3646 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3647 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3648 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3649 wined3d_ftoa(eps, ftoa_tmp);
3650 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3652 if (reg_maps->shader_version.major < 2)
3654 strcpy(fragcolor, "R0");
3656 else
3658 if (priv_ctx.ps_post_process)
3660 if (shader->u.ps.color0_mov)
3662 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3664 else
3666 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3667 strcpy(fragcolor, "TMP_COLOR");
3669 } else {
3670 strcpy(fragcolor, "result.color");
3674 if (args->super.srgb_correction)
3676 shader_addline(buffer, "PARAM srgb_consts0 = ");
3677 shader_arb_append_imm_vec4(buffer, &wined3d_srgb_const[0].x);
3678 shader_addline(buffer, ";\n");
3679 shader_addline(buffer, "PARAM srgb_consts1 = ");
3680 shader_arb_append_imm_vec4(buffer, &wined3d_srgb_const[1].x);
3681 shader_addline(buffer, ";\n");
3684 /* Base Declarations */
3685 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3687 map = reg_maps->bumpmat;
3688 while (map)
3690 unsigned char bump_const;
3692 i = wined3d_bit_scan(&map);
3693 bump_const = compiled->numbumpenvmatconsts;
3694 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3695 compiled->bumpenvmatconst[bump_const].texunit = i;
3696 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3697 compiled->luminanceconst[bump_const].texunit = i;
3699 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3700 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3701 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3702 * textures due to conditional NP2 restrictions)
3704 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3705 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3706 * their location is shader dependent anyway and they cannot be loaded globally.
3708 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3709 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3710 i, compiled->bumpenvmatconst[bump_const].const_num);
3711 compiled->numbumpenvmatconsts = bump_const + 1;
3713 if (!(reg_maps->luminanceparams & (1u << i)))
3714 continue;
3716 compiled->luminanceconst[bump_const].const_num = next_local++;
3717 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3718 i, compiled->luminanceconst[bump_const].const_num);
3721 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
3723 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3724 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
3726 const unsigned int *control_values = find_loop_control_values(shader, i);
3728 if(control_values)
3730 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3731 control_values[0], control_values[1], control_values[2]);
3733 else
3735 compiled->int_consts[i] = next_local;
3736 compiled->num_int_consts++;
3737 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3742 if(reg_maps->vpos || reg_maps->usesdsy)
3744 compiled->ycorrection = next_local;
3745 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3747 if(reg_maps->vpos)
3749 shader_addline(buffer, "TEMP vpos;\n");
3750 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3751 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3752 * ycorrection.z: 1.0
3753 * ycorrection.w: 0.0
3755 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3756 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3759 else
3761 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3764 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3765 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3766 * at most 8 (WINED3D_MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3767 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3768 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3769 * shader compilation errors and the subsequent errors when drawing with this shader. */
3770 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3771 unsigned char cur_fixup_sampler = 0;
3773 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3774 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3775 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3777 fixup->offset = next_local;
3778 fixup->super.active = 0;
3780 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3782 if (!(map & (1u << i)))
3783 continue;
3785 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts)
3787 fixup->super.active |= (1u << i);
3788 fixup->super.idx[i] = cur_fixup_sampler++;
3790 else
3792 FIXME("No free constant found to load NP2 fixup data into shader. "
3793 "Sampling from this texture will probably look wrong.\n");
3794 break;
3798 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3799 if (fixup->super.num_consts) {
3800 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3801 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3805 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3807 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3810 /* Base Shader Body */
3811 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
3812 return 0;
3814 if(args->super.srgb_correction) {
3815 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3816 priv_ctx.target_version >= NV2);
3819 if (custom_linear_fog)
3820 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3822 if(strcmp(fragcolor, "result.color")) {
3823 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3825 shader_addline(buffer, "END\n");
3827 /* TODO: change to resource.glObjectHandle or something like that */
3828 GL_EXTCALL(glGenProgramsARB(1, &retval));
3830 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3831 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3833 TRACE("Created hw pixel shader, prg=%d\n", retval);
3834 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3835 return 0;
3837 return retval;
3840 static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3842 unsigned int i;
3843 int ret;
3845 if (sig1->element_count != sig2->element_count)
3846 return sig1->element_count < sig2->element_count ? -1 : 1;
3848 for (i = 0; i < sig1->element_count; ++i)
3850 const struct wined3d_shader_signature_element *e1, *e2;
3852 e1 = &sig1->elements[i];
3853 e2 = &sig2->elements[i];
3855 if (!e1->semantic_name || !e2->semantic_name)
3857 /* Compare pointers, not contents. One string is NULL (element
3858 * does not exist), the other one is not NULL. */
3859 if (e1->semantic_name != e2->semantic_name)
3860 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3861 continue;
3864 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3865 return ret;
3866 if ((ret = wined3d_uint32_compare(e1->semantic_idx, e2->semantic_idx)))
3867 return ret;
3868 if ((ret = wined3d_uint32_compare(e1->sysval_semantic, e2->sysval_semantic)))
3869 return ret;
3870 if ((ret = wined3d_uint32_compare(e1->component_type, e2->component_type)))
3871 return ret;
3872 if ((ret = wined3d_uint32_compare(e1->register_idx, e2->register_idx)))
3873 return ret;
3874 if ((ret = wined3d_uint32_compare(e1->mask, e2->mask)))
3875 return ret;
3877 return 0;
3880 static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
3882 unsigned int i;
3883 char *name;
3885 new->element_count = sig->element_count;
3886 new->elements = heap_calloc(new->element_count, sizeof(*new->elements));
3887 for (i = 0; i < sig->element_count; ++i)
3889 new->elements[i] = sig->elements[i];
3891 if (!new->elements[i].semantic_name)
3892 continue;
3894 /* Clone the semantic string */
3895 name = heap_alloc(strlen(sig->elements[i].semantic_name) + 1);
3896 strcpy(name, sig->elements[i].semantic_name);
3897 new->elements[i].semantic_name = name;
3901 static unsigned int find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
3903 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3904 struct ps_signature *found_sig;
3906 if (entry)
3908 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3909 TRACE("Found existing signature %u\n", found_sig->idx);
3910 return found_sig->idx;
3912 found_sig = heap_alloc_zero(sizeof(*found_sig));
3913 clone_sig(&found_sig->sig, sig);
3914 found_sig->idx = priv->ps_sig_number++;
3915 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3916 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3918 ERR("Failed to insert program entry.\n");
3920 return found_sig->idx;
3923 static void init_output_registers(const struct wined3d_shader *shader,
3924 const struct wined3d_shader_signature *ps_input_sig,
3925 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3927 unsigned int i, j;
3928 static const char * const texcoords[8] =
3930 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3931 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3933 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3934 * and varying 9 to result.color.secondary
3936 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3938 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3939 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3940 "result.color.primary", "result.color.secondary"
3943 if (!ps_input_sig)
3945 TRACE("Pixel shader uses builtin varyings\n");
3946 /* Map builtins to builtins */
3947 for(i = 0; i < 8; i++)
3949 priv_ctx->texcrd_output[i] = texcoords[i];
3951 priv_ctx->color_output[0] = "result.color.primary";
3952 priv_ctx->color_output[1] = "result.color.secondary";
3953 priv_ctx->fog_output = "TMP_FOGCOORD";
3955 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3956 for (i = 0; i < shader->output_signature.element_count; ++i)
3958 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
3960 if (!output->semantic_name)
3961 continue;
3963 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
3965 TRACE("o%u is TMP_OUT\n", output->register_idx);
3966 if (!output->semantic_idx)
3967 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
3968 else
3969 priv_ctx->vs_output[output->register_idx] = "TA";
3971 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
3973 TRACE("o%u is result.pointsize\n", output->register_idx);
3974 if (!output->semantic_idx)
3975 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
3976 else
3977 priv_ctx->vs_output[output->register_idx] = "TA";
3979 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
3981 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
3982 if (!output->semantic_idx)
3983 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
3984 else if (output->semantic_idx == 1)
3985 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
3986 else priv_ctx->vs_output[output->register_idx] = "TA";
3988 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3990 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
3991 if (output->semantic_idx >= 8)
3992 priv_ctx->vs_output[output->register_idx] = "TA";
3993 else
3994 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
3996 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
3998 TRACE("o%u is result.fogcoord\n", output->register_idx);
3999 if (output->semantic_idx > 0)
4000 priv_ctx->vs_output[output->register_idx] = "TA";
4001 else
4002 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
4004 else
4006 priv_ctx->vs_output[output->register_idx] = "TA";
4009 return;
4012 TRACE("Pixel shader uses declared varyings\n");
4014 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4015 for(i = 0; i < 8; i++)
4017 priv_ctx->texcrd_output[i] = "TA";
4019 priv_ctx->color_output[0] = "TA";
4020 priv_ctx->color_output[1] = "TA";
4021 priv_ctx->fog_output = "TA";
4023 for (i = 0; i < ps_input_sig->element_count; ++i)
4025 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4027 if (!input->semantic_name)
4028 continue;
4030 /* If a declared input register is not written by builtin arguments, don't write to it.
4031 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4033 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4034 * to TMP_OUT in any case
4036 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4038 if (input->semantic_idx < 8)
4039 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4041 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4043 if (input->semantic_idx < 2)
4044 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4046 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4048 if (!input->semantic_idx)
4049 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4051 else
4053 continue;
4056 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4057 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4059 compiled->need_color_unclamp = TRUE;
4063 /* Map declared to declared */
4064 for (i = 0; i < shader->output_signature.element_count; ++i)
4066 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4068 /* Write unread output to TA to throw them away */
4069 priv_ctx->vs_output[output->register_idx] = "TA";
4071 if (!output->semantic_name)
4072 continue;
4074 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
4076 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4077 continue;
4079 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
4081 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4082 continue;
4085 for (j = 0; j < ps_input_sig->element_count; ++j)
4087 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4089 if (!input->semantic_name)
4090 continue;
4092 if (!strcmp(input->semantic_name, output->semantic_name)
4093 && input->semantic_idx == output->semantic_idx)
4095 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4097 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4098 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4100 compiled->need_color_unclamp = TRUE;
4107 /* Context activation is done by the caller. */
4108 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4109 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4110 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4111 const struct wined3d_shader_signature *ps_input_sig)
4113 const struct arb_vshader_private *shader_data = shader->backend_data;
4114 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4115 GLuint ret;
4116 unsigned int next_local = 0;
4117 struct shader_arb_ctx_priv priv_ctx;
4118 unsigned int i;
4120 memset(&priv_ctx, 0, sizeof(priv_ctx));
4121 priv_ctx.gl_info = gl_info;
4122 priv_ctx.cur_vs_args = args;
4123 list_init(&priv_ctx.control_frames);
4124 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4126 /* Create the hw ARB shader */
4127 shader_addline(buffer, "!!ARBvp1.0\n");
4129 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4130 * mesurable performance penalty, and we can always make use of it for clipplanes.
4132 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4134 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4135 priv_ctx.target_version = NV3;
4136 shader_addline(buffer, "ADDRESS aL;\n");
4138 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4140 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4141 priv_ctx.target_version = NV2;
4142 shader_addline(buffer, "ADDRESS aL;\n");
4143 } else {
4144 priv_ctx.target_version = ARB;
4147 shader_addline(buffer, "TEMP TMP_OUT;\n");
4148 if (reg_maps->fog)
4149 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4150 if (need_helper_const(shader_data, reg_maps, gl_info))
4152 char ftoa_tmp[17];
4153 wined3d_ftoa(eps, ftoa_tmp);
4154 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4156 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4158 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4159 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4162 shader_addline(buffer, "TEMP TA;\n");
4163 shader_addline(buffer, "TEMP TB;\n");
4165 /* Base Declarations */
4166 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4167 &priv_ctx.vs_clipplanes, &priv_ctx);
4169 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4171 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4172 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
4174 const unsigned int *control_values = find_loop_control_values(shader, i);
4176 if(control_values)
4178 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4179 control_values[0], control_values[1], control_values[2]);
4181 else
4183 compiled->int_consts[i] = next_local;
4184 compiled->num_int_consts++;
4185 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4190 /* We need a constant to fixup the final position */
4191 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4192 compiled->pos_fixup = next_local++;
4194 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4195 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4196 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4197 * a replacement shader depend on the texcoord.w being set properly.
4199 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4200 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4201 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4202 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4203 * this can eat a number of instructions, so skip it unless this cap is set as well
4205 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4207 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4208 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4211 /* The shader starts with the main function */
4212 priv_ctx.in_main_func = TRUE;
4213 /* Base Shader Body */
4214 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
4215 return -1;
4217 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4218 shader_data, args, reg_maps, gl_info, buffer);
4220 shader_addline(buffer, "END\n");
4222 /* TODO: change to resource.glObjectHandle or something like that */
4223 GL_EXTCALL(glGenProgramsARB(1, &ret));
4225 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4226 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4228 TRACE("Created hw vertex shader, prg=%d\n", ret);
4229 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4230 return -1;
4232 return ret;
4235 /* Context activation is done by the caller. */
4236 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_context_gl *context_gl,
4237 struct wined3d_shader *shader, const struct arb_ps_compile_args *args)
4239 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4240 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4241 struct wined3d_device *device = shader->device;
4242 UINT i;
4243 DWORD new_size;
4244 struct arb_ps_compiled_shader *new_array;
4245 struct wined3d_string_buffer buffer;
4246 struct arb_pshader_private *shader_data;
4247 GLuint ret;
4249 if (!shader->backend_data)
4251 struct shader_arb_priv *priv = device->shader_priv;
4253 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4254 shader_data = shader->backend_data;
4255 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4257 if (shader->reg_maps.shader_version.major < 3)
4258 shader_data->input_signature_idx = ~0U;
4259 else
4260 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4262 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4264 if (!d3d_info->vs_clipping)
4265 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4266 d3d_info->limits.ffp_blend_stages - 1);
4267 else
4268 shader_data->clipplane_emulation = ~0U;
4270 shader_data = shader->backend_data;
4272 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4273 * so a linear search is more performant than a hashmap or a binary search
4274 * (cache coherency etc)
4276 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4278 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4279 return &shader_data->gl_shaders[i];
4282 TRACE("No matching GL shader found, compiling a new shader\n");
4283 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4284 if (shader_data->num_gl_shaders)
4286 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4287 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4288 new_size * sizeof(*shader_data->gl_shaders));
4290 else
4292 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4293 new_size = 1;
4296 if(!new_array) {
4297 ERR("Out of memory\n");
4298 return 0;
4300 shader_data->gl_shaders = new_array;
4301 shader_data->shader_array_size = new_size;
4304 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4306 if (!string_buffer_init(&buffer))
4308 ERR("Failed to initialize shader buffer.\n");
4309 return 0;
4312 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4313 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4314 string_buffer_free(&buffer);
4315 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4317 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4320 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4321 const DWORD use_map, BOOL skip_int) {
4322 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4323 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4324 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4325 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4326 if(stored->ps_signature != new->ps_signature) return FALSE;
4327 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4328 if(skip_int) return TRUE;
4330 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4333 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4334 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4335 const struct wined3d_shader_signature *ps_input_sig)
4337 UINT i;
4338 DWORD new_size;
4339 struct arb_vs_compiled_shader *new_array;
4340 struct wined3d_string_buffer buffer;
4341 struct arb_vshader_private *shader_data;
4342 GLuint ret;
4344 if (!shader->backend_data)
4346 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4348 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4349 shader_data = shader->backend_data;
4351 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4352 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4354 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4356 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4357 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4358 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4360 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4361 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4362 else if (reg_maps->max_rel_offset > 63)
4363 shader_data->rel_offset = reg_maps->min_rel_offset;
4366 shader_data = shader->backend_data;
4368 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4369 * so a linear search is more performant than a hashmap or a binary search
4370 * (cache coherency etc)
4372 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4373 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4374 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4376 return &shader_data->gl_shaders[i];
4380 TRACE("No matching GL shader found, compiling a new shader\n");
4382 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4383 if (shader_data->num_gl_shaders)
4385 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4386 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4387 new_size * sizeof(*shader_data->gl_shaders));
4389 else
4391 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4392 new_size = 1;
4395 if(!new_array) {
4396 ERR("Out of memory\n");
4397 return 0;
4399 shader_data->gl_shaders = new_array;
4400 shader_data->shader_array_size = new_size;
4403 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4405 if (!string_buffer_init(&buffer))
4407 ERR("Failed to initialize shader buffer.\n");
4408 return 0;
4411 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4412 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4413 ps_input_sig);
4414 string_buffer_free(&buffer);
4415 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4417 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4420 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4421 struct wined3d_context_gl *context_gl, const struct wined3d_shader *shader,
4422 struct arb_ps_compile_args *args)
4424 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4425 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4426 struct wined3d_device *device = context_gl->c.device;
4427 const struct wined3d_ivec4 *int_consts;
4428 const BOOL *bool_consts;
4429 int i;
4430 WORD int_skip;
4432 bool_consts = wined3d_buffer_load_sysmem(device->push_constants[WINED3D_PUSH_CONSTANTS_PS_B], &context_gl->c);
4433 int_consts = wined3d_buffer_load_sysmem(device->push_constants[WINED3D_PUSH_CONSTANTS_PS_I], &context_gl->c);
4435 find_ps_compile_args(state, shader, context_gl->c.stream_info.position_transformed, &args->super, &context_gl->c);
4437 /* This forces all local boolean constants to 1 to make them stateblock independent */
4438 args->bools = shader->reg_maps.local_bool_consts;
4440 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4442 if (bool_consts[i])
4443 args->bools |= ( 1u << i);
4446 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4447 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4448 * duplicate the shader than have a no-op KIL instruction in every shader
4450 if (!d3d_info->vs_clipping && use_vs(state)
4451 && state->render_states[WINED3D_RS_CLIPPING]
4452 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4453 args->clip = 1;
4454 else
4455 args->clip = 0;
4457 /* Skip if unused or local, or supported natively */
4458 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4459 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4461 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4462 return;
4465 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4467 if (int_skip & (1u << i))
4469 args->loop_ctrl[i][0] = 0;
4470 args->loop_ctrl[i][1] = 0;
4471 args->loop_ctrl[i][2] = 0;
4473 else
4475 args->loop_ctrl[i][0] = int_consts[i].x;
4476 args->loop_ctrl[i][1] = int_consts[i].y;
4477 args->loop_ctrl[i][2] = int_consts[i].z;
4482 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4483 struct wined3d_context_gl *context_gl, const struct wined3d_shader *shader,
4484 struct arb_vs_compile_args *args)
4486 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4487 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4488 const struct wined3d_device *device = shader->device;
4489 const struct wined3d_adapter *adapter = device->adapter;
4490 const struct wined3d_ivec4 *int_consts;
4491 const BOOL *bool_consts;
4492 int i;
4493 WORD int_skip;
4495 bool_consts = wined3d_buffer_load_sysmem(device->push_constants[WINED3D_PUSH_CONSTANTS_VS_B], &context_gl->c);
4496 int_consts = wined3d_buffer_load_sysmem(device->push_constants[WINED3D_PUSH_CONSTANTS_VS_I], &context_gl->c);
4498 find_vs_compile_args(state, shader, &args->super, &context_gl->c);
4500 args->clip.boolclip_compare = 0;
4501 if (use_ps(state))
4503 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4504 const struct arb_pshader_private *shader_priv = ps->backend_data;
4505 args->ps_signature = shader_priv->input_signature_idx;
4507 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4509 else
4511 args->ps_signature = ~0;
4512 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4513 args->clip.boolclip.clip_texcoord = ffp_clip_emul(&context_gl->c) ? d3d_info->limits.ffp_blend_stages : 0;
4514 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4517 if (args->clip.boolclip.clip_texcoord)
4519 if (state->render_states[WINED3D_RS_CLIPPING])
4520 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4521 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4524 /* This forces all local boolean constants to 1 to make them stateblock independent */
4525 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4526 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4528 if (bool_consts[i])
4529 args->clip.boolclip.bools |= (1u << i);
4532 args->vertex.samplers[0] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 0];
4533 args->vertex.samplers[1] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 1];
4534 args->vertex.samplers[2] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 2];
4535 args->vertex.samplers[3] = 0;
4537 /* Skip if unused or local */
4538 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4539 /* This is about flow control, not clipping. */
4540 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4542 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4543 return;
4546 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4548 if (int_skip & (1u << i))
4550 args->loop_ctrl[i][0] = 0;
4551 args->loop_ctrl[i][1] = 0;
4552 args->loop_ctrl[i][2] = 0;
4554 else
4556 args->loop_ctrl[i][0] = int_consts[i].x;
4557 args->loop_ctrl[i][1] = int_consts[i].y;
4558 args->loop_ctrl[i][2] = int_consts[i].z;
4563 /* Context activation is done by the caller. */
4564 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4565 const struct wined3d_state *state)
4567 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4568 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4569 struct shader_arb_priv *priv = shader_priv;
4570 int i;
4572 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4573 if (use_ps(state))
4575 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4576 struct arb_ps_compile_args compile_args;
4577 struct arb_ps_compiled_shader *compiled;
4579 TRACE("Using pixel shader %p.\n", ps);
4580 find_arb_ps_compile_args(state, context_gl, ps, &compile_args);
4581 compiled = find_arb_pshader(context_gl, ps, &compile_args);
4582 priv->compiled_fprog = compiled;
4584 /* Bind the fragment program */
4585 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, compiled->prgId));
4586 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, compiled->prgId);");
4588 if (!priv->use_arbfp_fixed_func)
4589 priv->fragment_pipe->fp_enable(context, FALSE);
4591 /* Enable OpenGL fragment programs. */
4592 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4593 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4595 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", compiled->prgId);
4597 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4598 * a 1.x and newer shader, reload the first 8 constants
4600 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4602 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4603 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4604 for(i = 0; i < 8; i++)
4606 priv->pshader_const_dirty[i] = 1;
4608 /* Also takes care of loading local constants */
4609 shader_arb_load_constants_internal(shader_priv, context_gl, state, TRUE, FALSE, TRUE);
4611 else
4613 UINT rt_height = state->fb.render_targets[0]->height;
4614 shader_arb_ps_local_constants(compiled, context_gl, state, rt_height);
4617 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4618 if (compiled->np2fixup_info.super.active)
4619 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4621 if (ps->load_local_constsF)
4622 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4624 else
4626 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4628 /* Disable only if we're not using arbfp fixed function fragment
4629 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4630 * enabled, and the fixed function pipeline will bind the fixed
4631 * function replacement shader. */
4632 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4633 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4635 priv->fragment_pipe->fp_enable(context, TRUE);
4638 if (use_vs(state))
4640 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4641 struct arb_vs_compile_args compile_args;
4642 struct arb_vs_compiled_shader *compiled;
4643 const struct wined3d_shader_signature *ps_input_sig;
4645 TRACE("Using vertex shader %p\n", vs);
4646 find_arb_vs_compile_args(state, context_gl, vs, &compile_args);
4648 /* Instead of searching for the signature in the signature list, read the one from the
4649 * current pixel shader. It's maybe not the shader where the signature came from, but it
4650 * is the same signature and faster to find. */
4651 if (compile_args.ps_signature == ~0U)
4652 ps_input_sig = NULL;
4653 else
4654 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4656 compiled = find_arb_vshader(vs, gl_info, context->stream_info.use_map,
4657 &compile_args, ps_input_sig);
4658 priv->compiled_vprog = compiled;
4660 /* Bind the vertex program */
4661 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, compiled->prgId));
4662 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, compiled->prgId);");
4664 priv->vertex_pipe->vp_enable(context, FALSE);
4666 /* Enable OpenGL vertex programs */
4667 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4668 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4669 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", compiled->prgId);
4670 shader_arb_vs_local_constants(compiled, context_gl, state);
4672 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4673 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4675 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4677 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4678 checkGLcall("glClampColorARB");
4679 } else {
4680 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4684 if (vs->load_local_constsF)
4685 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4687 else
4689 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4691 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4692 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4694 priv->vertex_pipe->vp_enable(context, TRUE);
4698 static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context,
4699 const struct wined3d_state *state)
4701 ERR("Compute pipeline not supported by the ARB shader backend.\n");
4704 /* Context activation is done by the caller. */
4705 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4707 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4708 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4709 struct shader_arb_priv *priv = shader_priv;
4711 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4713 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4714 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4716 priv->fragment_pipe->fp_enable(context, FALSE);
4718 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4720 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4721 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4723 priv->vertex_pipe->vp_enable(context, FALSE);
4725 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4727 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4728 checkGLcall("glClampColorARB");
4729 priv->last_vs_color_unclamp = FALSE;
4732 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
4733 | (1u << WINED3D_SHADER_TYPE_VERTEX)
4734 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
4735 | (1u << WINED3D_SHADER_TYPE_HULL)
4736 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
4737 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
4740 static void shader_arb_destroy(struct wined3d_shader *shader)
4742 struct wined3d_device *device = shader->device;
4743 const struct wined3d_gl_info *gl_info;
4744 struct wined3d_context *context;
4745 unsigned int i;
4747 /* This can happen if a shader was never compiled */
4748 if (!shader->backend_data)
4749 return;
4751 context = context_acquire(device, NULL, 0);
4752 gl_info = wined3d_context_gl(context)->gl_info;
4754 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4756 struct arb_pshader_private *shader_data = shader->backend_data;
4758 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4759 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4761 heap_free(shader_data->gl_shaders);
4763 else
4765 struct arb_vshader_private *shader_data = shader->backend_data;
4767 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4768 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4770 heap_free(shader_data->gl_shaders);
4773 checkGLcall("delete programs");
4775 context_release(context);
4777 heap_free(shader->backend_data);
4778 shader->backend_data = NULL;
4781 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4783 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4784 return compare_sig(key, &e->sig);
4787 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4788 const struct wined3d_fragment_pipe_ops *fragment_pipe)
4790 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4791 struct fragment_caps fragment_caps;
4792 void *vertex_priv, *fragment_priv;
4793 struct shader_arb_priv *priv;
4795 if (!(priv = heap_alloc_zero(sizeof(*priv))))
4796 return E_OUTOFMEMORY;
4798 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4800 ERR("Failed to initialize vertex pipe.\n");
4801 heap_free(priv);
4802 return E_FAIL;
4805 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4807 ERR("Failed to initialize fragment pipe.\n");
4808 vertex_pipe->vp_free(device, NULL);
4809 heap_free(priv);
4810 return E_FAIL;
4813 memset(priv->vshader_const_dirty, 1,
4814 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4815 memset(priv->pshader_const_dirty, 1,
4816 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4818 wine_rb_init(&priv->signature_tree, sig_tree_compare);
4820 priv->vertex_pipe = vertex_pipe;
4821 priv->fragment_pipe = fragment_pipe;
4822 fragment_pipe->get_caps(device->adapter, &fragment_caps);
4823 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4825 device->vertex_priv = vertex_priv;
4826 device->fragment_priv = fragment_priv;
4827 device->shader_priv = priv;
4829 return WINED3D_OK;
4832 static void release_signature(struct wine_rb_entry *entry, void *context)
4834 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4835 unsigned int i;
4837 for (i = 0; i < sig->sig.element_count; ++i)
4839 heap_free((char *)sig->sig.elements[i].semantic_name);
4841 heap_free(sig->sig.elements);
4842 heap_free(sig);
4845 /* Context activation is done by the caller. */
4846 static void shader_arb_free(struct wined3d_device *device, struct wined3d_context *context)
4848 struct shader_arb_priv *priv = device->shader_priv;
4850 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4851 priv->fragment_pipe->free_private(device, context);
4852 priv->vertex_pipe->vp_free(device, context);
4853 heap_free(device->shader_priv);
4856 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
4858 return TRUE;
4861 static void shader_arb_free_context_data(struct wined3d_context *context)
4863 struct shader_arb_priv *priv;
4865 priv = context->device->shader_priv;
4866 if (priv->last_context == context)
4867 priv->last_context = NULL;
4870 static void shader_arb_init_context_state(struct wined3d_context *context) {}
4872 static void shader_arb_get_caps(const struct wined3d_adapter *adapter, struct shader_caps *caps)
4874 const struct wined3d_gl_info *gl_info = &wined3d_adapter_gl_const(adapter)->gl_info;
4876 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4878 DWORD vs_consts;
4879 UINT vs_version;
4881 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4882 * for vertex programs. If the native limit is less than that it's
4883 * not very useful, and e.g. Mesa swrast returns 0, probably to
4884 * indicate it's a software implementation. */
4885 if (gl_info->limits.arb_vs_native_constants < 96)
4886 vs_consts = gl_info->limits.arb_vs_float_constants;
4887 else
4888 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4890 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4892 vs_version = 3;
4893 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4895 else if (vs_consts >= 256)
4897 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4898 vs_version = 2;
4899 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4901 else
4903 vs_version = 1;
4904 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4906 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
4907 caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, vs_consts);
4909 else
4911 caps->vs_version = 0;
4912 caps->vs_uniform_count = 0;
4915 caps->hs_version = 0;
4916 caps->ds_version = 0;
4917 caps->gs_version = 0;
4918 caps->cs_version = 0;
4920 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4922 DWORD ps_consts;
4923 UINT ps_version;
4925 /* Similar as above for vertex programs, but the minimum for fragment
4926 * programs is 24. */
4927 if (gl_info->limits.arb_ps_native_constants < 24)
4928 ps_consts = gl_info->limits.arb_ps_float_constants;
4929 else
4930 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4932 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4934 ps_version = 3;
4935 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4937 else if (ps_consts >= 32)
4939 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4940 ps_version = 2;
4941 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4943 else
4945 ps_version = 1;
4946 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4948 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
4949 caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, ps_consts);
4950 caps->ps_1x_max_value = 8.0f;
4952 else
4954 caps->ps_version = 0;
4955 caps->ps_uniform_count = 0;
4956 caps->ps_1x_max_value = 0.0f;
4959 caps->varying_count = 0;
4960 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
4961 if (use_nv_clip(gl_info))
4962 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
4965 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4967 /* We support everything except complex conversions. */
4968 return !is_complex_fixup(fixup);
4971 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4972 DWORD shift;
4973 char write_mask[20], regstr[50];
4974 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4975 BOOL is_color = FALSE;
4976 const struct wined3d_shader_dst_param *dst;
4978 if (!ins->dst_count) return;
4980 dst = &ins->dst[0];
4981 shift = dst->shift;
4982 if (!shift) return; /* Saturate alone is handled by the instructions */
4984 shader_arb_get_write_mask(ins, dst, write_mask);
4985 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4987 /* Generate a line that does the output modifier computation
4988 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4989 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4991 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4992 regstr, write_mask, regstr, shift_tab[shift]);
4995 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4997 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4998 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4999 /* WINED3DSIH_AND */ NULL,
5000 /* WINED3DSIH_ATOMIC_AND */ NULL,
5001 /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL,
5002 /* WINED3DSIH_ATOMIC_IADD */ NULL,
5003 /* WINED3DSIH_ATOMIC_IMAX */ NULL,
5004 /* WINED3DSIH_ATOMIC_IMIN */ NULL,
5005 /* WINED3DSIH_ATOMIC_OR */ NULL,
5006 /* WINED3DSIH_ATOMIC_UMAX */ NULL,
5007 /* WINED3DSIH_ATOMIC_UMIN */ NULL,
5008 /* WINED3DSIH_ATOMIC_XOR */ NULL,
5009 /* WINED3DSIH_BEM */ pshader_hw_bem,
5010 /* WINED3DSIH_BFI */ NULL,
5011 /* WINED3DSIH_BFREV */ NULL,
5012 /* WINED3DSIH_BREAK */ shader_hw_break,
5013 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5014 /* WINED3DSIH_BREAKP */ NULL,
5015 /* WINED3DSIH_BUFINFO */ NULL,
5016 /* WINED3DSIH_CALL */ shader_hw_call,
5017 /* WINED3DSIH_CALLNZ */ NULL,
5018 /* WINED3DSIH_CASE */ NULL,
5019 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5020 /* WINED3DSIH_CND */ pshader_hw_cnd,
5021 /* WINED3DSIH_CONTINUE */ NULL,
5022 /* WINED3DSIH_CONTINUEP */ NULL,
5023 /* WINED3DSIH_COUNTBITS */ NULL,
5024 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5025 /* WINED3DSIH_CUT */ NULL,
5026 /* WINED3DSIH_CUT_STREAM */ NULL,
5027 /* WINED3DSIH_DCL */ shader_hw_nop,
5028 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5029 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL,
5030 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
5031 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL,
5032 /* WINED3DSIH_DCL_GS_INSTANCES */ NULL,
5033 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
5034 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL,
5035 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
5036 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
5037 /* WINED3DSIH_DCL_INDEX_RANGE */ NULL,
5038 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ NULL,
5039 /* WINED3DSIH_DCL_INPUT */ NULL,
5040 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
5041 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5042 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
5043 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
5044 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
5045 /* WINED3DSIH_DCL_INPUT_SGV */ NULL,
5046 /* WINED3DSIH_DCL_INPUT_SIV */ NULL,
5047 /* WINED3DSIH_DCL_INTERFACE */ NULL,
5048 /* WINED3DSIH_DCL_OUTPUT */ NULL,
5049 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
5050 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
5051 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5052 /* WINED3DSIH_DCL_RESOURCE_RAW */ NULL,
5053 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
5054 /* WINED3DSIH_DCL_SAMPLER */ NULL,
5055 /* WINED3DSIH_DCL_STREAM */ NULL,
5056 /* WINED3DSIH_DCL_TEMPS */ NULL,
5057 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
5058 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
5059 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
5060 /* WINED3DSIH_DCL_TGSM_RAW */ NULL,
5061 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
5062 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
5063 /* WINED3DSIH_DCL_UAV_RAW */ NULL,
5064 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL,
5065 /* WINED3DSIH_DCL_UAV_TYPED */ NULL,
5066 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5067 /* WINED3DSIH_DEF */ shader_hw_nop,
5068 /* WINED3DSIH_DEFAULT */ NULL,
5069 /* WINED3DSIH_DEFB */ shader_hw_nop,
5070 /* WINED3DSIH_DEFI */ shader_hw_nop,
5071 /* WINED3DSIH_DIV */ NULL,
5072 /* WINED3DSIH_DP2 */ NULL,
5073 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5074 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5075 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5076 /* WINED3DSIH_DST */ shader_hw_map2gl,
5077 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5078 /* WINED3DSIH_DSX_COARSE */ NULL,
5079 /* WINED3DSIH_DSX_FINE */ NULL,
5080 /* WINED3DSIH_DSY */ shader_hw_dsy,
5081 /* WINED3DSIH_DSY_COARSE */ NULL,
5082 /* WINED3DSIH_DSY_FINE */ NULL,
5083 /* WINED3DSIH_ELSE */ shader_hw_else,
5084 /* WINED3DSIH_EMIT */ NULL,
5085 /* WINED3DSIH_EMIT_STREAM */ NULL,
5086 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5087 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5088 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5089 /* WINED3DSIH_ENDSWITCH */ NULL,
5090 /* WINED3DSIH_EQ */ NULL,
5091 /* WINED3DSIH_EVAL_CENTROID */ NULL,
5092 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL,
5093 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5094 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5095 /* WINED3DSIH_F16TOF32 */ NULL,
5096 /* WINED3DSIH_F32TOF16 */ NULL,
5097 /* WINED3DSIH_FCALL */ NULL,
5098 /* WINED3DSIH_FIRSTBIT_HI */ NULL,
5099 /* WINED3DSIH_FIRSTBIT_LO */ NULL,
5100 /* WINED3DSIH_FIRSTBIT_SHI */ NULL,
5101 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5102 /* WINED3DSIH_FTOI */ NULL,
5103 /* WINED3DSIH_FTOU */ NULL,
5104 /* WINED3DSIH_GATHER4 */ NULL,
5105 /* WINED3DSIH_GATHER4_C */ NULL,
5106 /* WINED3DSIH_GATHER4_PO */ NULL,
5107 /* WINED3DSIH_GATHER4_PO_C */ NULL,
5108 /* WINED3DSIH_GE */ NULL,
5109 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
5110 /* WINED3DSIH_HS_DECLS */ NULL,
5111 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
5112 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
5113 /* WINED3DSIH_IADD */ NULL,
5114 /* WINED3DSIH_IBFE */ NULL,
5115 /* WINED3DSIH_IEQ */ NULL,
5116 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5117 /* WINED3DSIH_IFC */ shader_hw_ifc,
5118 /* WINED3DSIH_IGE */ NULL,
5119 /* WINED3DSIH_ILT */ NULL,
5120 /* WINED3DSIH_IMAD */ NULL,
5121 /* WINED3DSIH_IMAX */ NULL,
5122 /* WINED3DSIH_IMIN */ NULL,
5123 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL,
5124 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL,
5125 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL,
5126 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL,
5127 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL,
5128 /* WINED3DSIH_IMM_ATOMIC_IADD */ NULL,
5129 /* WINED3DSIH_IMM_ATOMIC_IMAX */ NULL,
5130 /* WINED3DSIH_IMM_ATOMIC_IMIN */ NULL,
5131 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL,
5132 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL,
5133 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL,
5134 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL,
5135 /* WINED3DSIH_IMUL */ NULL,
5136 /* WINED3DSIH_INE */ NULL,
5137 /* WINED3DSIH_INEG */ NULL,
5138 /* WINED3DSIH_ISHL */ NULL,
5139 /* WINED3DSIH_ISHR */ NULL,
5140 /* WINED3DSIH_ITOF */ NULL,
5141 /* WINED3DSIH_LABEL */ shader_hw_label,
5142 /* WINED3DSIH_LD */ NULL,
5143 /* WINED3DSIH_LD2DMS */ NULL,
5144 /* WINED3DSIH_LD_RAW */ NULL,
5145 /* WINED3DSIH_LD_STRUCTURED */ NULL,
5146 /* WINED3DSIH_LD_UAV_TYPED */ NULL,
5147 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5148 /* WINED3DSIH_LOD */ NULL,
5149 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5150 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5151 /* WINED3DSIH_LOOP */ shader_hw_loop,
5152 /* WINED3DSIH_LRP */ shader_hw_lrp,
5153 /* WINED3DSIH_LT */ NULL,
5154 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5155 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5156 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5157 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5158 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5159 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5160 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5161 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5162 /* WINED3DSIH_MOV */ shader_hw_mov,
5163 /* WINED3DSIH_MOVA */ shader_hw_mov,
5164 /* WINED3DSIH_MOVC */ NULL,
5165 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5166 /* WINED3DSIH_NE */ NULL,
5167 /* WINED3DSIH_NOP */ shader_hw_nop,
5168 /* WINED3DSIH_NOT */ NULL,
5169 /* WINED3DSIH_NRM */ shader_hw_nrm,
5170 /* WINED3DSIH_OR */ NULL,
5171 /* WINED3DSIH_PHASE */ shader_hw_nop,
5172 /* WINED3DSIH_POW */ shader_hw_pow,
5173 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5174 /* WINED3DSIH_REP */ shader_hw_rep,
5175 /* WINED3DSIH_RESINFO */ NULL,
5176 /* WINED3DSIH_RET */ shader_hw_ret,
5177 /* WINED3DSIH_RETP */ NULL,
5178 /* WINED3DSIH_ROUND_NE */ NULL,
5179 /* WINED3DSIH_ROUND_NI */ NULL,
5180 /* WINED3DSIH_ROUND_PI */ NULL,
5181 /* WINED3DSIH_ROUND_Z */ NULL,
5182 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5183 /* WINED3DSIH_SAMPLE */ NULL,
5184 /* WINED3DSIH_SAMPLE_B */ NULL,
5185 /* WINED3DSIH_SAMPLE_C */ NULL,
5186 /* WINED3DSIH_SAMPLE_C_LZ */ NULL,
5187 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5188 /* WINED3DSIH_SAMPLE_INFO */ NULL,
5189 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5190 /* WINED3DSIH_SAMPLE_POS */ NULL,
5191 /* WINED3DSIH_SETP */ NULL,
5192 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5193 /* WINED3DSIH_SGN */ shader_hw_sgn,
5194 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5195 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5196 /* WINED3DSIH_SQRT */ NULL,
5197 /* WINED3DSIH_STORE_RAW */ NULL,
5198 /* WINED3DSIH_STORE_STRUCTURED */ NULL,
5199 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
5200 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5201 /* WINED3DSIH_SWAPC */ NULL,
5202 /* WINED3DSIH_SWITCH */ NULL,
5203 /* WINED3DSIH_SYNC */ NULL,
5204 /* WINED3DSIH_TEX */ pshader_hw_tex,
5205 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5206 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5207 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5208 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5209 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5210 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5211 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5212 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5213 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5214 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5215 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5216 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5217 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5218 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5219 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5220 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5221 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5222 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5223 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5224 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5225 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5226 /* WINED3DSIH_UBFE */ NULL,
5227 /* WINED3DSIH_UDIV */ NULL,
5228 /* WINED3DSIH_UGE */ NULL,
5229 /* WINED3DSIH_ULT */ NULL,
5230 /* WINED3DSIH_UMAX */ NULL,
5231 /* WINED3DSIH_UMIN */ NULL,
5232 /* WINED3DSIH_UMUL */ NULL,
5233 /* WINED3DSIH_USHR */ NULL,
5234 /* WINED3DSIH_UTOF */ NULL,
5235 /* WINED3DSIH_XOR */ NULL,
5238 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5239 const struct wined3d_shader *shader, DWORD idx)
5241 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5242 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5243 const struct wined3d_shader_lconst *constant;
5244 WORD bools = 0;
5245 WORD flag = (1u << idx);
5246 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5248 if (reg_maps->local_bool_consts & flag)
5250 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5251 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5253 if (constant->idx == idx)
5255 return constant->value[0];
5258 ERR("Local constant not found\n");
5259 return FALSE;
5261 else
5263 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5264 else bools = priv->cur_ps_args->bools;
5265 return bools & flag;
5269 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5270 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5272 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5273 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5275 /* Integer constants can either be a local constant, or they can be stored in the shader
5276 * type specific compile args. */
5277 if (reg_maps->local_int_consts & (1u << idx))
5279 const struct wined3d_shader_lconst *constant;
5281 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5283 if (constant->idx == idx)
5285 loop_control->count = constant->value[0];
5286 loop_control->start = constant->value[1];
5287 /* Step is signed. */
5288 loop_control->step = (int)constant->value[2];
5289 return;
5292 /* If this happens the flag was set incorrectly */
5293 ERR("Local constant not found\n");
5294 loop_control->count = 0;
5295 loop_control->start = 0;
5296 loop_control->step = 0;
5297 return;
5300 switch (reg_maps->shader_version.type)
5302 case WINED3D_SHADER_TYPE_VERTEX:
5303 /* Count and aL start value are unsigned */
5304 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5305 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5306 /* Step is signed. */
5307 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5308 break;
5310 case WINED3D_SHADER_TYPE_PIXEL:
5311 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5312 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5313 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5314 break;
5316 default:
5317 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5318 break;
5322 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5324 struct wined3d_shader_src_param *src_param = NULL, *rel_addr;
5325 struct wined3d_shader_dst_param *dst_param;
5326 struct recorded_instruction *rec;
5327 unsigned int i;
5329 if (!(rec = heap_alloc_zero(sizeof(*rec))))
5331 ERR("Out of memory\n");
5332 return;
5335 rec->ins = *ins;
5336 if (!(dst_param = heap_alloc(sizeof(*dst_param))))
5337 goto free;
5338 *dst_param = *ins->dst;
5339 if (ins->dst->reg.idx[0].rel_addr)
5341 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5342 goto free;
5343 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5344 dst_param->reg.idx[0].rel_addr = rel_addr;
5346 rec->ins.dst = dst_param;
5348 if (!(src_param = heap_calloc(ins->src_count, sizeof(*src_param))))
5349 goto free;
5350 for (i = 0; i < ins->src_count; ++i)
5352 src_param[i] = ins->src[i];
5353 if (ins->src[i].reg.idx[0].rel_addr)
5355 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5356 goto free;
5357 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5358 src_param[i].reg.idx[0].rel_addr = rel_addr;
5361 rec->ins.src = src_param;
5362 list_add_tail(list, &rec->entry);
5363 return;
5365 free:
5366 ERR("Out of memory\n");
5367 if (dst_param)
5369 heap_free((void *)dst_param->reg.idx[0].rel_addr);
5370 heap_free(dst_param);
5372 if (src_param)
5374 for (i = 0; i < ins->src_count; ++i)
5376 heap_free((void *)src_param[i].reg.idx[0].rel_addr);
5378 heap_free(src_param);
5380 heap_free(rec);
5383 static void free_recorded_instruction(struct list *list)
5385 struct recorded_instruction *rec_ins, *entry2;
5386 unsigned int i;
5388 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5390 list_remove(&rec_ins->entry);
5391 if (rec_ins->ins.dst)
5393 heap_free((void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5394 heap_free((void *)rec_ins->ins.dst);
5396 if (rec_ins->ins.src)
5398 for (i = 0; i < rec_ins->ins.src_count; ++i)
5400 heap_free((void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5402 heap_free((void *)rec_ins->ins.src);
5404 heap_free(rec_ins);
5408 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5410 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5411 struct control_frame *control_frame;
5413 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5415 struct list *e = list_head(&priv->control_frames);
5416 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5417 list_remove(&control_frame->entry);
5418 heap_free(control_frame);
5419 priv->loop_depth--;
5421 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5423 /* Non-ifc ENDIFs were already handled previously. */
5424 struct list *e = list_head(&priv->control_frames);
5425 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5426 list_remove(&control_frame->entry);
5427 heap_free(control_frame);
5431 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5432 SHADER_HANDLER hw_fct;
5433 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5434 const struct wined3d_shader *shader = ins->ctx->shader;
5435 struct control_frame *control_frame;
5436 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5437 BOOL bool_const;
5439 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5441 control_frame = heap_alloc_zero(sizeof(*control_frame));
5442 list_add_head(&priv->control_frames, &control_frame->entry);
5444 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5445 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5447 if(priv->target_version >= NV2)
5449 control_frame->no.loop = priv->num_loops++;
5450 priv->loop_depth++;
5452 else
5454 /* Don't bother recording when we're in a not used if branch */
5455 if(priv->muted)
5457 return;
5460 if(!priv->recording)
5462 list_init(&priv->record);
5463 priv->recording = TRUE;
5464 control_frame->outer_loop = TRUE;
5465 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5466 return; /* Instruction is handled */
5468 /* Record this loop in the outer loop's recording */
5471 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5473 if(priv->target_version >= NV2)
5475 /* Nothing to do. The control frame is popped after the HW instr handler */
5477 else
5479 struct list *e = list_head(&priv->control_frames);
5480 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5481 list_remove(&control_frame->entry);
5483 if(control_frame->outer_loop)
5485 unsigned int iteration;
5486 int aL = 0;
5487 struct list copy;
5489 /* Turn off recording before playback */
5490 priv->recording = FALSE;
5492 /* Move the recorded instructions to a separate list and get them out of the private data
5493 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5494 * be recorded again, thus priv->record might be overwritten
5496 list_init(&copy);
5497 list_move_tail(&copy, &priv->record);
5498 list_init(&priv->record);
5500 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5502 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5503 control_frame->loop_control.count, control_frame->loop_control.start,
5504 control_frame->loop_control.step);
5505 aL = control_frame->loop_control.start;
5507 else
5509 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5512 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5514 struct recorded_instruction *rec_ins;
5515 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5517 priv->aL = aL;
5518 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5520 else
5522 shader_addline(buffer, "#Iteration %u\n", iteration);
5525 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5527 shader_arb_handle_instruction(&rec_ins->ins);
5530 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5532 aL += control_frame->loop_control.step;
5535 shader_addline(buffer, "#end loop/rep\n");
5537 free_recorded_instruction(&copy);
5538 heap_free(control_frame);
5539 return; /* Instruction is handled */
5541 else
5543 /* This is a nested loop. Proceed to the normal recording function */
5544 heap_free(control_frame);
5549 if(priv->recording)
5551 record_instruction(&priv->record, ins);
5552 return;
5555 /* boolean if */
5556 if(ins->handler_idx == WINED3DSIH_IF)
5558 control_frame = heap_alloc_zero(sizeof(*control_frame));
5559 list_add_head(&priv->control_frames, &control_frame->entry);
5560 control_frame->type = IF;
5562 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5563 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5564 bool_const = !bool_const;
5565 if (!priv->muted && !bool_const)
5567 shader_addline(buffer, "#if(FALSE){\n");
5568 priv->muted = TRUE;
5569 control_frame->muting = TRUE;
5571 else shader_addline(buffer, "#if(TRUE) {\n");
5573 return; /* Instruction is handled */
5575 else if(ins->handler_idx == WINED3DSIH_IFC)
5577 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5578 control_frame = heap_alloc_zero(sizeof(*control_frame));
5579 control_frame->type = IFC;
5580 control_frame->no.ifc = priv->num_ifcs++;
5581 list_add_head(&priv->control_frames, &control_frame->entry);
5583 else if(ins->handler_idx == WINED3DSIH_ELSE)
5585 struct list *e = list_head(&priv->control_frames);
5586 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5588 if(control_frame->type == IF)
5590 shader_addline(buffer, "#} else {\n");
5591 if(!priv->muted && !control_frame->muting)
5593 priv->muted = TRUE;
5594 control_frame->muting = TRUE;
5596 else if(control_frame->muting) priv->muted = FALSE;
5597 return; /* Instruction is handled. */
5599 /* In case of an ifc, generate a HW shader instruction */
5600 if (control_frame->type != IFC)
5601 ERR("Control frame does not match.\n");
5603 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5605 struct list *e = list_head(&priv->control_frames);
5606 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5608 if(control_frame->type == IF)
5610 shader_addline(buffer, "#} endif\n");
5611 if(control_frame->muting) priv->muted = FALSE;
5612 list_remove(&control_frame->entry);
5613 heap_free(control_frame);
5614 return; /* Instruction is handled */
5616 /* In case of an ifc, generate a HW shader instruction */
5617 if (control_frame->type != IFC)
5618 ERR("Control frame does not match.\n");
5621 if(priv->muted)
5623 pop_control_frame(ins);
5624 return;
5627 /* Select handler */
5628 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5630 /* Unhandled opcode */
5631 if (!hw_fct)
5633 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
5634 return;
5636 hw_fct(ins);
5638 pop_control_frame(ins);
5640 shader_arb_add_instruction_modifiers(ins);
5643 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5645 struct shader_arb_priv *priv = shader_priv;
5647 return priv->ffp_proj_control;
5650 static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {}
5652 static uint64_t shader_arb_shader_compile(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
5653 enum wined3d_shader_type shader_type)
5655 ERR("Not implemented.\n");
5656 return 0;
5659 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5661 shader_arb_handle_instruction,
5662 shader_arb_precompile,
5663 shader_arb_select,
5664 shader_arb_select_compute,
5665 shader_arb_disable,
5666 shader_arb_update_float_vertex_constants,
5667 shader_arb_update_float_pixel_constants,
5668 shader_arb_load_constants,
5669 shader_arb_destroy,
5670 shader_arb_alloc,
5671 shader_arb_free,
5672 shader_arb_allocate_context_data,
5673 shader_arb_free_context_data,
5674 shader_arb_init_context_state,
5675 shader_arb_get_caps,
5676 shader_arb_color_fixup_supported,
5677 shader_arb_has_ffp_proj_control,
5678 shader_arb_shader_compile,
5681 /* ARB_fragment_program fixed function pipeline replacement definitions */
5682 #define ARB_FFP_CONST_TFACTOR 0
5683 #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5684 #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5685 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5686 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5687 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5688 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5690 struct arbfp_ffp_desc
5692 struct ffp_frag_desc parent;
5693 GLuint shader;
5696 /* Context activation is done by the caller. */
5697 static void arbfp_enable(const struct wined3d_context *context, BOOL enable)
5699 const struct wined3d_gl_info *gl_info = wined3d_context_gl_const(context)->gl_info;
5701 if (enable)
5703 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5704 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5706 else
5708 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5709 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5713 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5715 struct shader_arb_priv *priv;
5717 /* Share private data between the shader backend and the pipeline
5718 * replacement, if both are the arb implementation. This is needed to
5719 * figure out whether ARBfp should be disabled if no pixel shader is bound
5720 * or not. */
5721 if (shader_backend == &arb_program_shader_backend)
5722 priv = shader_priv;
5723 else if (!(priv = heap_alloc_zero(sizeof(*priv))))
5724 return NULL;
5726 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
5727 priv->use_arbfp_fixed_func = TRUE;
5729 return priv;
5732 /* Context activation is done by the caller. */
5733 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *param)
5735 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5736 struct wined3d_context_gl *context_gl = param;
5737 const struct wined3d_gl_info *gl_info;
5739 gl_info = context_gl->gl_info;
5740 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5741 checkGLcall("delete ffp program");
5742 heap_free(entry_arb);
5745 /* Context activation is done by the caller. */
5746 static void arbfp_free(struct wined3d_device *device, struct wined3d_context *context)
5748 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5749 struct shader_arb_priv *priv = device->fragment_priv;
5751 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, context_gl);
5752 priv->use_arbfp_fixed_func = FALSE;
5754 if (device->shader_backend != &arb_program_shader_backend)
5755 heap_free(device->fragment_priv);
5758 static void arbfp_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5760 const struct wined3d_gl_info *gl_info = &wined3d_adapter_gl_const(adapter)->gl_info;
5762 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5763 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5764 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
5765 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5766 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5767 WINED3DTEXOPCAPS_SELECTARG1 |
5768 WINED3DTEXOPCAPS_SELECTARG2 |
5769 WINED3DTEXOPCAPS_MODULATE4X |
5770 WINED3DTEXOPCAPS_MODULATE2X |
5771 WINED3DTEXOPCAPS_MODULATE |
5772 WINED3DTEXOPCAPS_ADDSIGNED2X |
5773 WINED3DTEXOPCAPS_ADDSIGNED |
5774 WINED3DTEXOPCAPS_ADD |
5775 WINED3DTEXOPCAPS_SUBTRACT |
5776 WINED3DTEXOPCAPS_ADDSMOOTH |
5777 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5778 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5779 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5780 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5781 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5782 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5783 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5784 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5785 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5786 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5787 WINED3DTEXOPCAPS_MULTIPLYADD |
5788 WINED3DTEXOPCAPS_LERP |
5789 WINED3DTEXOPCAPS_BUMPENVMAP |
5790 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5792 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5794 caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES;
5795 caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_TEXTURES);
5798 static unsigned int arbfp_get_emul_mask(const struct wined3d_adapter *adapter)
5800 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5803 static void state_texfactor_arbfp(struct wined3d_context *context,
5804 const struct wined3d_state *state, DWORD state_id)
5806 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5807 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5808 struct wined3d_device *device = context->device;
5809 struct wined3d_color color;
5811 if (device->shader_backend == &arb_program_shader_backend)
5813 struct shader_arb_priv *priv;
5815 /* Don't load the parameter if we're using an arbfp pixel shader,
5816 * otherwise we'll overwrite application provided constants. */
5817 if (use_ps(state))
5818 return;
5820 priv = device->shader_priv;
5821 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5822 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5825 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
5826 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r));
5827 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
5830 static void state_tss_constant_arbfp(struct wined3d_context *context,
5831 const struct wined3d_state *state, DWORD state_id)
5833 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5834 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5835 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5836 struct wined3d_device *device = context->device;
5837 struct wined3d_color color;
5839 if (device->shader_backend == &arb_program_shader_backend)
5841 struct shader_arb_priv *priv;
5843 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5844 * application provided constants.
5846 if (use_ps(state))
5847 return;
5849 priv = device->shader_priv;
5850 priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(stage)] = 1;
5851 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(stage) + 1);
5854 wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
5855 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r));
5856 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
5859 static void state_arb_specularenable(struct wined3d_context *context,
5860 const struct wined3d_state *state, DWORD state_id)
5862 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5863 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5864 struct wined3d_device *device = context->device;
5865 float col[4];
5867 if (device->shader_backend == &arb_program_shader_backend)
5869 struct shader_arb_priv *priv;
5871 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5872 * application provided constants.
5874 if (use_ps(state))
5875 return;
5877 priv = device->shader_priv;
5878 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5879 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5882 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5884 /* The specular color has no alpha */
5885 col[0] = 1.0f; col[1] = 1.0f;
5886 col[2] = 1.0f; col[3] = 0.0f;
5887 } else {
5888 col[0] = 0.0f; col[1] = 0.0f;
5889 col[2] = 0.0f; col[3] = 0.0f;
5891 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5892 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5895 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5897 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5898 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5899 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5900 struct wined3d_device *device = context->device;
5901 float mat[2][2];
5903 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5905 if (device->shader_backend == &arb_program_shader_backend)
5907 struct shader_arb_priv *priv = device->shader_priv;
5909 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5910 if (use_ps(state))
5911 return;
5913 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5914 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5917 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5918 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5919 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5920 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5922 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5923 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5926 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5927 const struct wined3d_state *state, DWORD state_id)
5929 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5930 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5931 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5932 struct wined3d_device *device = context->device;
5933 float param[4];
5935 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5937 if (device->shader_backend == &arb_program_shader_backend)
5939 struct shader_arb_priv *priv = device->shader_priv;
5941 /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
5942 if (use_ps(state))
5943 return;
5945 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5946 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5949 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5950 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5951 param[2] = 0.0f;
5952 param[3] = 0.0f;
5954 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5955 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5958 static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5960 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5961 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5962 int glParm;
5963 float ref;
5965 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
5967 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
5969 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
5970 checkGLcall("glEnable GL_ALPHA_TEST");
5972 else
5974 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
5975 checkGLcall("glDisable GL_ALPHA_TEST");
5976 return;
5979 ref = wined3d_alpha_ref(state);
5980 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
5982 if (glParm)
5984 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
5985 checkGLcall("glAlphaFunc");
5989 static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5991 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5992 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5993 const struct wined3d_texture *texture = state->textures[0];
5994 struct wined3d_device *device = context->device;
5995 struct wined3d_color float_key[2];
5997 if (!texture)
5998 return;
6000 if (device->shader_backend == &arb_program_shader_backend)
6002 struct shader_arb_priv *priv;
6004 /* Don't load the parameter if we're using an arbfp pixel shader,
6005 * otherwise we'll overwrite application provided constants. */
6006 if (use_ps(state))
6007 return;
6009 priv = device->shader_priv;
6010 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_LOW] = 1;
6011 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_HIGH] = 1;
6012 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY_HIGH + 1);
6015 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
6017 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r));
6018 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
6019 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r));
6020 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
6023 static const char *get_argreg(struct wined3d_string_buffer *buffer, unsigned int argnum, unsigned int stage, DWORD arg)
6025 const char *ret;
6027 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
6029 switch(arg & WINED3DTA_SELECTMASK) {
6030 case WINED3DTA_DIFFUSE:
6031 ret = "fragment.color.primary"; break;
6033 case WINED3DTA_CURRENT:
6034 ret = "ret";
6035 break;
6037 case WINED3DTA_TEXTURE:
6038 switch(stage) {
6039 case 0: ret = "tex0"; break;
6040 case 1: ret = "tex1"; break;
6041 case 2: ret = "tex2"; break;
6042 case 3: ret = "tex3"; break;
6043 case 4: ret = "tex4"; break;
6044 case 5: ret = "tex5"; break;
6045 case 6: ret = "tex6"; break;
6046 case 7: ret = "tex7"; break;
6047 default: ret = "unknown texture";
6049 break;
6051 case WINED3DTA_TFACTOR:
6052 ret = "tfactor"; break;
6054 case WINED3DTA_SPECULAR:
6055 ret = "fragment.color.secondary"; break;
6057 case WINED3DTA_TEMP:
6058 ret = "tempreg"; break;
6060 case WINED3DTA_CONSTANT:
6061 switch(stage) {
6062 case 0: ret = "const0"; break;
6063 case 1: ret = "const1"; break;
6064 case 2: ret = "const2"; break;
6065 case 3: ret = "const3"; break;
6066 case 4: ret = "const4"; break;
6067 case 5: ret = "const5"; break;
6068 case 6: ret = "const6"; break;
6069 case 7: ret = "const7"; break;
6070 default: ret = "unknown constant";
6072 break;
6074 default:
6075 return "unknown";
6078 if(arg & WINED3DTA_COMPLEMENT) {
6079 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6080 if(argnum == 0) ret = "arg0";
6081 if(argnum == 1) ret = "arg1";
6082 if(argnum == 2) ret = "arg2";
6084 if(arg & WINED3DTA_ALPHAREPLICATE) {
6085 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6086 if(argnum == 0) ret = "arg0";
6087 if(argnum == 1) ret = "arg1";
6088 if(argnum == 2) ret = "arg2";
6090 return ret;
6093 static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6094 BOOL alpha, BOOL tmp_dst, unsigned int op, unsigned int dw_arg0, unsigned int dw_arg1, unsigned int dw_arg2)
6096 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6097 unsigned int mul = 1;
6099 if (color && alpha)
6100 dstmask = "";
6101 else if (color)
6102 dstmask = ".xyz";
6103 else
6104 dstmask = ".w";
6106 dstreg = tmp_dst ? "tempreg" : "ret";
6108 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6109 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6110 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6112 switch (op)
6114 case WINED3D_TOP_DISABLE:
6115 break;
6117 case WINED3D_TOP_SELECT_ARG2:
6118 arg1 = arg2;
6119 /* FALLTHROUGH */
6120 case WINED3D_TOP_SELECT_ARG1:
6121 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6122 break;
6124 case WINED3D_TOP_MODULATE_4X:
6125 mul = 2;
6126 /* FALLTHROUGH */
6127 case WINED3D_TOP_MODULATE_2X:
6128 mul *= 2;
6129 /* FALLTHROUGH */
6130 case WINED3D_TOP_MODULATE:
6131 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6132 break;
6134 case WINED3D_TOP_ADD_SIGNED_2X:
6135 mul = 2;
6136 /* FALLTHROUGH */
6137 case WINED3D_TOP_ADD_SIGNED:
6138 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6139 arg2 = "arg2";
6140 /* FALLTHROUGH */
6141 case WINED3D_TOP_ADD:
6142 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6143 break;
6145 case WINED3D_TOP_SUBTRACT:
6146 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6147 break;
6149 case WINED3D_TOP_ADD_SMOOTH:
6150 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6151 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6152 break;
6154 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6155 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6156 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6157 break;
6158 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6159 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6160 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6161 break;
6162 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6163 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6164 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6165 break;
6166 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6167 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6168 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6169 break;
6171 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6172 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6173 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6174 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6175 break;
6177 /* D3DTOP_PREMODULATE ???? */
6179 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6180 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6181 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6182 break;
6183 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6184 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6185 break;
6186 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6187 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6188 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6189 break;
6190 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6191 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6192 break;
6194 case WINED3D_TOP_DOTPRODUCT3:
6195 mul = 4;
6196 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6197 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6198 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6199 break;
6201 case WINED3D_TOP_MULTIPLY_ADD:
6202 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6203 break;
6205 case WINED3D_TOP_LERP:
6206 /* The msdn is not quite right here */
6207 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6208 break;
6210 case WINED3D_TOP_BUMPENVMAP:
6211 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6212 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6213 break;
6215 default:
6216 FIXME("Unhandled texture op %08x\n", op);
6219 if (mul == 2)
6220 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6221 else if (mul == 4)
6222 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6225 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
6227 switch(type)
6229 case WINED3D_GL_RES_TYPE_TEX_1D:
6230 return "1D";
6231 case WINED3D_GL_RES_TYPE_TEX_2D:
6232 return "2D";
6233 case WINED3D_GL_RES_TYPE_TEX_3D:
6234 return "3D";
6235 case WINED3D_GL_RES_TYPE_TEX_CUBE:
6236 return "CUBE";
6237 case WINED3D_GL_RES_TYPE_TEX_RECT:
6238 return "RECT";
6239 default:
6240 return "unexpected_resource_type";
6244 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6246 BYTE tex_read = 0, bump_used = 0, luminance_used = 0, constant_used = 0;
6247 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6248 unsigned int stage, lowest_disabled_stage;
6249 struct wined3d_string_buffer buffer;
6250 struct color_fixup_masks masks;
6251 BOOL custom_linear_fog = FALSE;
6252 const char *textype, *instr;
6253 DWORD arg0, arg1, arg2;
6254 char colorcor_dst[8];
6255 BOOL op_equal;
6256 GLuint ret;
6258 if (!string_buffer_init(&buffer))
6260 ERR("Failed to initialize shader buffer.\n");
6261 return 0;
6264 shader_addline(&buffer, "!!ARBfp1.0\n");
6266 if (settings->color_key_enabled)
6268 shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
6269 shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
6270 tex_read |= 1;
6273 /* Find out which textures are read */
6274 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6276 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6277 break;
6279 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6280 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6281 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6283 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6284 tex_read |= 1u << stage;
6285 if (settings->op[stage].tmp_dst)
6286 tempreg_used = TRUE;
6287 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6288 tempreg_used = TRUE;
6289 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6290 tfactor_used = TRUE;
6291 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6292 constant_used |= 1u << stage;
6294 switch (settings->op[stage].cop)
6296 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6297 luminance_used |= 1u << stage;
6298 /* fall through */
6299 case WINED3D_TOP_BUMPENVMAP:
6300 bump_used |= 1u << stage;
6301 /* fall through */
6302 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6303 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6304 tex_read |= 1u << stage;
6305 break;
6307 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6308 tfactor_used = TRUE;
6309 break;
6311 default:
6312 break;
6315 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6316 continue;
6318 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6319 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6320 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6322 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6323 tex_read |= 1u << stage;
6324 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6325 tempreg_used = TRUE;
6326 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6327 tfactor_used = TRUE;
6328 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6329 constant_used |= 1u << stage;
6331 lowest_disabled_stage = stage;
6333 switch (settings->fog)
6335 case WINED3D_FFP_PS_FOG_OFF: break;
6336 case WINED3D_FFP_PS_FOG_LINEAR:
6337 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6339 custom_linear_fog = TRUE;
6340 break;
6342 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6343 break;
6345 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6346 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6347 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6350 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6351 shader_addline(&buffer, "TEMP TMP;\n");
6352 shader_addline(&buffer, "TEMP ret;\n");
6353 if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6354 shader_addline(&buffer, "TEMP arg0;\n");
6355 shader_addline(&buffer, "TEMP arg1;\n");
6356 shader_addline(&buffer, "TEMP arg2;\n");
6357 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6359 if (constant_used & (1u << stage))
6360 shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
6362 if (!(tex_read & (1u << stage)))
6363 continue;
6365 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6367 if (!(bump_used & (1u << stage)))
6368 continue;
6369 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6371 if (!(luminance_used & (1u << stage)))
6372 continue;
6373 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6375 if (tfactor_used)
6376 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6377 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6379 if (settings->sRGB_write)
6381 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6382 shader_arb_append_imm_vec4(&buffer, &wined3d_srgb_const[0].x);
6383 shader_addline(&buffer, ";\n");
6384 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6385 shader_arb_append_imm_vec4(&buffer, &wined3d_srgb_const[1].x);
6386 shader_addline(&buffer, ";\n");
6389 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6390 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6392 if (tempreg_used || settings->sRGB_write)
6393 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6395 /* Generate texture sampling instructions */
6396 for (stage = 0; stage < WINED3D_MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6398 if (!(tex_read & (1u << stage)))
6399 continue;
6401 textype = arbfp_texture_target(settings->op[stage].tex_type);
6403 if (settings->op[stage].projected == WINED3D_PROJECTION_NONE)
6405 instr = "TEX";
6407 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4
6408 || settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6410 instr = "TXP";
6412 else
6414 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6415 instr = "TXP";
6418 if (stage > 0
6419 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6420 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6422 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6423 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6424 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6425 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6427 /* With projective textures, texbem only divides the static
6428 * texture coordinate, not the displacement, so multiply the
6429 * displacement with the dividing parameter before passing it to
6430 * TXP. */
6431 if (settings->op[stage].projected != WINED3D_PROJECTION_NONE)
6433 if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4)
6435 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6436 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n",
6437 stage, stage);
6439 else
6441 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6442 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n",
6443 stage, stage);
6446 else
6448 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6451 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6452 instr, stage, stage, textype);
6453 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6455 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6456 stage - 1, stage - 1, stage - 1);
6457 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6460 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6462 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6463 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6464 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6465 instr, stage, stage, textype);
6467 else
6469 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6470 instr, stage, stage, stage, textype);
6473 sprintf(colorcor_dst, "tex%u", stage);
6474 masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL);
6475 gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
6476 settings->op[stage].color_fixup, masks);
6479 if (settings->color_key_enabled)
6481 shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6482 shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6483 shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */
6484 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6485 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6486 shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */
6489 shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
6491 /* Generate the main shader */
6492 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6494 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6495 break;
6497 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6498 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6499 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6500 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6501 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6502 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6503 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6504 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6505 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6506 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6507 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6508 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6509 else
6510 op_equal = settings->op[stage].aop == settings->op[stage].cop
6511 && settings->op[stage].carg0 == settings->op[stage].aarg0
6512 && settings->op[stage].carg1 == settings->op[stage].aarg1
6513 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6515 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6517 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6518 settings->op[stage].cop, settings->op[stage].carg0,
6519 settings->op[stage].carg1, settings->op[stage].carg2);
6521 else if (op_equal)
6523 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].tmp_dst,
6524 settings->op[stage].cop, settings->op[stage].carg0,
6525 settings->op[stage].carg1, settings->op[stage].carg2);
6527 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
6528 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6530 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6531 settings->op[stage].cop, settings->op[stage].carg0,
6532 settings->op[stage].carg1, settings->op[stage].carg2);
6533 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].tmp_dst,
6534 settings->op[stage].aop, settings->op[stage].aarg0,
6535 settings->op[stage].aarg1, settings->op[stage].aarg2);
6539 if (settings->sRGB_write || custom_linear_fog)
6541 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6542 if (settings->sRGB_write)
6543 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6544 if (custom_linear_fog)
6545 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6546 shader_addline(&buffer, "MOV result.color, ret;\n");
6548 else
6550 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6553 /* Footer */
6554 shader_addline(&buffer, "END\n");
6556 /* Generate the shader */
6557 GL_EXTCALL(glGenProgramsARB(1, &ret));
6558 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6559 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
6561 string_buffer_free(&buffer);
6562 return ret;
6565 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6567 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
6568 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
6569 const struct wined3d_device *device = context->device;
6570 struct shader_arb_priv *priv = device->fragment_priv;
6571 BOOL use_pshader = use_ps(state);
6572 struct ffp_frag_settings settings;
6573 const struct arbfp_ffp_desc *desc;
6574 unsigned int i;
6576 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
6578 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6580 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6582 /* Reload fixed function constants since they collide with the
6583 * pixel shader constants. */
6584 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
6586 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6587 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6589 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6590 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6591 color_key_arbfp(context, state, STATE_COLOR_KEY);
6593 else if (use_pshader)
6595 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6597 return;
6600 if (!use_pshader)
6602 /* Find or create a shader implementing the fixed function pipeline
6603 * settings, then activate it. */
6604 wined3d_ffp_get_fs_settings(context, state, &settings, FALSE);
6605 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6606 if (!desc)
6608 struct arbfp_ffp_desc *new_desc;
6610 if (!(new_desc = heap_alloc(sizeof(*new_desc))))
6612 ERR("Out of memory\n");
6613 return;
6616 new_desc->parent.settings = settings;
6617 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6618 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6619 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6620 desc = new_desc;
6623 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6624 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6625 * deactivate it.
6627 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6628 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6630 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6632 /* Reload fixed function constants since they collide with the
6633 * pixel shader constants. */
6634 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
6636 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6637 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6639 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6640 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6641 color_key_arbfp(context, state, STATE_COLOR_KEY);
6643 context->last_was_pshader = FALSE;
6645 else if (!context->last_was_pshader)
6647 if (device->shader_backend == &arb_program_shader_backend)
6648 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6649 context->last_was_pshader = TRUE;
6652 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6655 /* We can't link the fog states to the fragment state directly since the
6656 * vertex pipeline links them to FOGENABLE. A different linking in different
6657 * pipeline parts can't be expressed in the combined state table, so we need
6658 * to handle that with a forwarding function. The other invisible side effect
6659 * is that changing the fog start and fog end (which links to FOGENABLE in
6660 * vertex) results in the fragment_prog_arbfp function being called because
6661 * FOGENABLE is dirty, which calls this function here. */
6662 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6664 enum fogsource new_source;
6665 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6666 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6668 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
6670 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6671 fragment_prog_arbfp(context, state, state_id);
6673 if (!state->render_states[WINED3D_RS_FOGENABLE])
6674 return;
6676 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6678 if (use_vs(state))
6680 new_source = FOGSOURCE_VS;
6682 else
6684 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6685 new_source = FOGSOURCE_COORD;
6686 else
6687 new_source = FOGSOURCE_FFP;
6690 else
6692 new_source = FOGSOURCE_FFP;
6695 if (new_source != context->fog_source || fogstart == fogend)
6697 context->fog_source = new_source;
6698 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6702 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6704 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6705 fragment_prog_arbfp(context, state, state_id);
6708 static const struct wined3d_state_entry_template arbfp_fragmentstate_template[] =
6710 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6728 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6729 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6730 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6732 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6733 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6734 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6735 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6736 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6737 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6739 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6740 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6741 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6742 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6743 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6744 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6745 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6746 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6747 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6748 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6749 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6750 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6751 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6752 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6753 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6754 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6755 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6756 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6757 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6758 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6759 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6760 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6761 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6762 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6763 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6764 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6765 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6766 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6767 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6768 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6769 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6770 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6771 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6772 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6773 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6774 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6775 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6776 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6777 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6778 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6779 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6780 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6781 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6782 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6783 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6784 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6785 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6786 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6787 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6788 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6789 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6790 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6791 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6792 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6793 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6794 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6795 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6796 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6797 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6798 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6799 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6800 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6801 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6802 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6803 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6804 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6805 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6806 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6807 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6808 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6809 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6810 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6811 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6812 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6813 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6814 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6815 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6816 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6817 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6818 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6819 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6820 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6821 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6822 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6823 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6824 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6825 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6826 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6827 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6828 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6829 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6830 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6831 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6832 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6833 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6834 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
6835 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6836 {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
6837 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6838 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6839 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6840 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6841 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6842 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6843 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6844 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6845 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6846 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6847 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6848 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6849 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6850 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6851 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6852 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6853 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6854 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6855 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6856 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6857 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6858 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6859 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6860 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6861 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6862 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6863 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
6864 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6867 static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
6869 return TRUE;
6872 static void arbfp_free_context_data(struct wined3d_context *context)
6876 const struct wined3d_fragment_pipe_ops arbfp_fragment_pipeline =
6878 arbfp_enable,
6879 arbfp_get_caps,
6880 arbfp_get_emul_mask,
6881 arbfp_alloc,
6882 arbfp_free,
6883 arbfp_alloc_context_data,
6884 arbfp_free_context_data,
6885 shader_arb_color_fixup_supported,
6886 arbfp_fragmentstate_template,
6889 struct arbfp_blit_type
6891 enum complex_fixup fixup : 4;
6892 enum wined3d_gl_resource_type res_type : 3;
6893 DWORD use_color_key : 1;
6894 DWORD padding : 24;
6897 struct arbfp_blit_desc
6899 GLuint shader;
6900 struct arbfp_blit_type type;
6901 struct wine_rb_entry entry;
6904 #define ARBFP_BLIT_PARAM_SIZE 0
6905 #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
6906 #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
6908 struct wined3d_arbfp_blitter
6910 struct wined3d_blitter blitter;
6911 struct wine_rb_tree shaders;
6912 GLuint palette_texture;
6915 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6917 const struct arbfp_blit_type *ka = key;
6918 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6920 return memcmp(ka, kb, sizeof(*ka));
6923 /* Context activation is done by the caller. */
6924 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *ctx)
6926 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6927 const struct wined3d_gl_info *gl_info;
6928 struct wined3d_context_gl *context_gl;
6930 context_gl = ctx;
6931 gl_info = context_gl->gl_info;
6933 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6934 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6935 heap_free(entry_arb);
6938 /* Context activation is done by the caller. */
6939 static void arbfp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
6941 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
6942 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
6943 struct wined3d_arbfp_blitter *arbfp_blitter;
6944 struct wined3d_blitter *next;
6946 if ((next = blitter->next))
6947 next->ops->blitter_destroy(next, &context_gl->c);
6949 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
6951 wine_rb_destroy(&arbfp_blitter->shaders, arbfp_free_blit_shader, context_gl);
6952 checkGLcall("Delete blit programs");
6954 if (arbfp_blitter->palette_texture)
6955 gl_info->gl_ops.gl.p_glDeleteTextures(1, &arbfp_blitter->palette_texture);
6957 heap_free(arbfp_blitter);
6960 static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer,
6961 const struct arbfp_blit_type *type, char *luminance)
6963 char chroma;
6964 const char *tex, *texinstr = "TXP";
6966 if (type->fixup == COMPLEX_FIXUP_UYVY)
6968 chroma = 'x';
6969 *luminance = 'w';
6971 else
6973 chroma = 'w';
6974 *luminance = 'x';
6977 tex = arbfp_texture_target(type->res_type);
6978 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
6979 texinstr = "TEX";
6981 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6982 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6983 * filtering when we sample the texture.
6985 * These are the rules for reading the chroma:
6987 * Even pixel: Cr
6988 * Even pixel: U
6989 * Odd pixel: V
6991 * So we have to get the sampling x position in non-normalized coordinates in integers
6993 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
6995 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6996 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6998 else
7000 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7002 /* We must not allow filtering between pixel x and x+1, this would mix U and V
7003 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7004 * 0.5, so add 0.5.
7006 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7007 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
7009 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
7010 * and 0.75 for the even and odd pixels respectively. */
7011 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
7012 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
7014 /* Sample Pixel 1. */
7015 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7017 /* Put the value into either of the chroma values */
7018 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7019 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
7020 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7021 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
7023 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
7024 * the pixel right to the current one. Otherwise, sample the left pixel.
7025 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
7027 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
7028 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
7029 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7031 /* Put the value into the other chroma */
7032 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7033 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
7034 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7035 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
7037 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7038 * the current one and lerp the two U and V values
7041 /* This gives the correctly filtered luminance value */
7042 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
7045 static void gen_yv12_read(struct wined3d_string_buffer *buffer,
7046 const struct arbfp_blit_type *type, char *luminance)
7048 const char *tex;
7049 static const float yv12_coef[]
7050 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7052 tex = arbfp_texture_target(type->res_type);
7054 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7055 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7056 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7057 * pitch of the luminance plane, the packing into the gl texture is a bit
7058 * unfortunate. If the whole texture is interpreted as luminance data it looks
7059 * approximately like this:
7061 * +----------------------------------+----
7062 * | |
7063 * | |
7064 * | |
7065 * | |
7066 * | | 2
7067 * | LUMINANCE | -
7068 * | | 3
7069 * | |
7070 * | |
7071 * | |
7072 * | |
7073 * +----------------+-----------------+----
7074 * | | |
7075 * | V even rows | V odd rows |
7076 * | | | 1
7077 * +----------------+------------------ -
7078 * | | | 3
7079 * | U even rows | U odd rows |
7080 * | | |
7081 * +----------------+-----------------+----
7082 * | | |
7083 * | 0.5 | 0.5 |
7085 * So it appears as if there are 4 chroma images, but in fact the odd rows
7086 * in the chroma images are in the same row as the even ones. So it is
7087 * kinda tricky to read
7089 * When reading from rectangle textures, keep in mind that the input y coordinates
7090 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7092 shader_addline(buffer, "PARAM yv12_coef = ");
7093 shader_arb_append_imm_vec4(buffer, yv12_coef);
7094 shader_addline(buffer, ";\n");
7096 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7097 /* the chroma planes have only half the width */
7098 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7100 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7101 * the coordinate. Also read the right side of the image when reading odd lines
7103 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7104 * bleeding
7106 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7108 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7110 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7112 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7113 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7115 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7116 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7117 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7118 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7119 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7121 /* clamp, keep the half pixel origin in mind */
7122 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7123 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7124 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7125 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7127 else
7129 /* The y coordinate for V is in the range [size, size + size / 4). */
7130 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7131 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7133 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7134 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7135 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7136 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7137 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7138 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7140 /* Make sure to read exactly from the pixel center */
7141 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7142 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7144 /* Clamp */
7145 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7146 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7147 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7148 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7149 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7151 /* Read the texture, put the result into the output register */
7152 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7153 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7155 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7156 * No need to clamp because we're just reusing the already clamped value from above
7158 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7159 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7160 else
7161 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7162 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7163 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7165 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7166 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7167 * values due to filtering
7169 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7170 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7172 /* Multiply the y coordinate by 2/3 and clamp it */
7173 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7174 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7175 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7176 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7178 else
7180 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7181 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7182 * is bigger
7184 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7185 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7186 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7188 *luminance = 'a';
7191 static void gen_nv12_read(struct wined3d_string_buffer *buffer,
7192 const struct arbfp_blit_type *type, char *luminance)
7194 const char *tex;
7195 static const float nv12_coef[]
7196 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7198 tex = arbfp_texture_target(type->res_type);
7200 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7201 * sized plane where each component is an UV pair. So the effective
7202 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7203 * data it looks approximately like this:
7205 * +----------------------------------+----
7206 * | |
7207 * | |
7208 * | |
7209 * | |
7210 * | | 2
7211 * | LUMINANCE | -
7212 * | | 3
7213 * | |
7214 * | |
7215 * | |
7216 * | |
7217 * +----------------------------------+----
7218 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7219 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7220 * | | 1
7221 * | | -
7222 * | | 3
7223 * | |
7224 * | |
7225 * +----------------------------------+----
7227 * When reading from rectangle textures, keep in mind that the input y coordinates
7228 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7230 shader_addline(buffer, "PARAM nv12_coef = ");
7231 shader_arb_append_imm_vec4(buffer, nv12_coef);
7232 shader_addline(buffer, ";\n");
7234 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7235 /* We only have half the number of chroma pixels. */
7236 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7238 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7240 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7241 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7243 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7245 /* We must not allow filtering horizontally, this would mix U and V.
7246 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7247 * 0.5, so add 0.5. */
7249 /* Convert to non-normalized coordinates so we can find the
7250 * individual pixel. */
7251 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7252 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7253 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7254 * add 0.5 to hit the center of the pixel. */
7255 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7257 /* Convert back to normalized coordinates. */
7258 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7260 /* Clamp, keep the half pixel origin in mind. */
7261 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7262 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7263 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7264 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7266 else
7268 /* The y coordinate for chroma is in the range [size, size + size / 2). */
7269 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7271 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7272 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7273 * add 0.5 to hit the center of the pixel. */
7274 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7276 /* Clamp */
7277 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7278 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7279 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7280 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7281 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7283 /* Read the texture, put the result into the output register. */
7284 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7285 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7287 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7289 /* Add 1/size.x */
7290 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7292 else
7294 /* Add 1 */
7295 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7297 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7298 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7300 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7301 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7302 * values due to filtering. */
7303 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7304 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7306 /* Multiply the y coordinate by 2/3 and clamp it */
7307 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7308 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7309 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7310 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7312 else
7314 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7315 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7316 * is bigger
7318 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7319 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7320 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7322 *luminance = 'a';
7325 /* Context activation is done by the caller. */
7326 static GLuint gen_p8_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7328 GLuint shader;
7329 struct wined3d_string_buffer buffer;
7330 const char *tex_target = arbfp_texture_target(type->res_type);
7332 /* This should not happen because we only use this conversion for
7333 * present blits which don't use color keying. */
7334 if (type->use_color_key)
7335 FIXME("Implement P8 color keying.\n");
7337 /* Shader header */
7338 if (!string_buffer_init(&buffer))
7340 ERR("Failed to initialize shader buffer.\n");
7341 return 0;
7344 GL_EXTCALL(glGenProgramsARB(1, &shader));
7345 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7346 if (!shader)
7348 string_buffer_free(&buffer);
7349 return 0;
7352 shader_addline(&buffer, "!!ARBfp1.0\n");
7353 shader_addline(&buffer, "TEMP index;\n");
7355 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7356 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7358 /* The alpha-component contains the palette index */
7359 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7361 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7362 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7364 /* Use the alpha-component as an index in the palette to get the final color */
7365 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7366 shader_addline(&buffer, "END\n");
7368 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7370 string_buffer_free(&buffer);
7372 return shader;
7375 /* Context activation is done by the caller. */
7376 static void arbfp_blitter_upload_palette(struct wined3d_arbfp_blitter *blitter,
7377 const struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl)
7379 const struct wined3d_palette *palette = texture_gl->t.swapchain ? texture_gl->t.swapchain->palette : NULL;
7380 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
7382 if (!blitter->palette_texture)
7383 gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
7385 GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
7386 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture);
7388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7390 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7391 /* Make sure we have discrete color levels. */
7392 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7393 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7394 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7395 if (palette)
7397 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7398 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7400 else
7402 static const DWORD black;
7403 FIXME("P8 surface loaded without a palette.\n");
7404 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7405 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7408 /* Switch back to unit 0 in which the 2D texture will be stored. */
7409 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
7412 /* Context activation is done by the caller. */
7413 static GLuint gen_yuv_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7415 GLuint shader;
7416 struct wined3d_string_buffer buffer;
7417 char luminance_component;
7419 if (type->use_color_key)
7420 FIXME("Implement YUV color keying.\n");
7422 /* Shader header */
7423 if (!string_buffer_init(&buffer))
7425 ERR("Failed to initialize shader buffer.\n");
7426 return 0;
7429 GL_EXTCALL(glGenProgramsARB(1, &shader));
7430 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7431 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7432 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7433 if (!shader)
7435 string_buffer_free(&buffer);
7436 return 0;
7439 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7440 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7441 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7442 * each single pixel it contains, and one U and one V value shared between both
7443 * pixels.
7445 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7446 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7447 * take the format into account when generating the read swizzles
7449 * Reading the Y value is straightforward - just sample the texture. The hardware
7450 * takes care of filtering in the horizontal and vertical direction.
7452 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7453 * because that would mix the U and V values of one pixel or two adjacent pixels.
7454 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7455 * regardless of the filtering setting. Vertical filtering works automatically
7456 * though - the U and V values of two rows are mixed nicely.
7458 * Apart of avoiding filtering issues, the code has to know which value it just
7459 * read, and where it can find the other one. To determine this, it checks if
7460 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7462 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7463 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7465 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7466 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7467 * in an unfiltered situation. Finding the luminance on the other hand requires
7468 * finding out if it is an odd or even pixel. The real drawback of this approach
7469 * is filtering. This would have to be emulated completely in the shader, reading
7470 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7471 * vertically. Beyond that it would require adjustments to the texture handling
7472 * code to deal with the width scaling
7474 shader_addline(&buffer, "!!ARBfp1.0\n");
7475 shader_addline(&buffer, "TEMP luminance;\n");
7476 shader_addline(&buffer, "TEMP temp;\n");
7477 shader_addline(&buffer, "TEMP chroma;\n");
7478 shader_addline(&buffer, "TEMP texcrd;\n");
7479 shader_addline(&buffer, "TEMP texcrd2;\n");
7480 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7481 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7482 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7484 switch (type->fixup)
7486 case COMPLEX_FIXUP_UYVY:
7487 case COMPLEX_FIXUP_YUY2:
7488 gen_packed_yuv_read(&buffer, type, &luminance_component);
7489 break;
7491 case COMPLEX_FIXUP_YV12:
7492 gen_yv12_read(&buffer, type, &luminance_component);
7493 break;
7495 case COMPLEX_FIXUP_NV12:
7496 gen_nv12_read(&buffer, type, &luminance_component);
7497 break;
7499 default:
7500 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7501 string_buffer_free(&buffer);
7502 return 0;
7505 /* Calculate the final result. Formula is taken from
7506 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7507 * ranges from -0.5 to 0.5
7509 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7511 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7512 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7513 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7514 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7515 shader_addline(&buffer, "END\n");
7517 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7519 string_buffer_free(&buffer);
7521 return shader;
7524 /* Context activation is done by the caller. */
7525 static GLuint arbfp_gen_plain_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7527 GLuint shader;
7528 struct wined3d_string_buffer buffer;
7529 const char *tex_target = arbfp_texture_target(type->res_type);
7531 /* Shader header */
7532 if (!string_buffer_init(&buffer))
7534 ERR("Failed to initialize shader buffer.\n");
7535 return 0;
7538 GL_EXTCALL(glGenProgramsARB(1, &shader));
7539 if (!shader)
7541 string_buffer_free(&buffer);
7542 return 0;
7544 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7546 shader_addline(&buffer, "!!ARBfp1.0\n");
7548 if (type->use_color_key)
7550 shader_addline(&buffer, "TEMP color;\n");
7551 shader_addline(&buffer, "TEMP less, greater;\n");
7552 shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW);
7553 shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH);
7554 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7555 shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */
7556 shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */
7557 shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */
7558 shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */
7559 shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */
7560 shader_addline(&buffer, "KIL -less;\n"); /* discard if true */
7561 shader_addline(&buffer, "MOV result.color, color;\n");
7563 else
7565 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7568 shader_addline(&buffer, "END\n");
7570 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7572 string_buffer_free(&buffer);
7574 return shader;
7577 /* Context activation is done by the caller. */
7578 static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wined3d_context_gl *context_gl,
7579 const struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
7580 const struct wined3d_color_key *color_key)
7582 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
7583 enum complex_fixup fixup;
7584 struct wine_rb_entry *entry;
7585 struct arbfp_blit_type type;
7586 struct arbfp_blit_desc *desc;
7587 struct wined3d_color float_color_key[2];
7588 struct wined3d_vec4 size;
7589 unsigned int level;
7590 GLuint shader;
7592 level = sub_resource_idx % texture_gl->t.level_count;
7593 size.x = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
7594 size.y = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
7595 size.z = 1.0f;
7596 size.w = 1.0f;
7598 if (is_complex_fixup(texture_gl->t.resource.format->color_fixup))
7599 fixup = get_complex_fixup(texture_gl->t.resource.format->color_fixup);
7600 else
7601 fixup = COMPLEX_FIXUP_NONE;
7603 switch (texture_gl->target)
7605 case GL_TEXTURE_1D:
7606 type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
7607 break;
7609 case GL_TEXTURE_2D:
7610 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7611 break;
7613 case GL_TEXTURE_3D:
7614 type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
7615 break;
7617 case GL_TEXTURE_CUBE_MAP_ARB:
7618 type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
7619 break;
7621 case GL_TEXTURE_RECTANGLE_ARB:
7622 type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
7623 break;
7625 default:
7626 ERR("Unexpected GL texture type %#x.\n", texture_gl->target);
7627 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7629 type.fixup = fixup;
7630 type.use_color_key = !!color_key;
7631 type.padding = 0;
7633 if ((entry = wine_rb_get(&blitter->shaders, &type)))
7635 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7636 shader = desc->shader;
7638 else
7640 switch (fixup)
7642 case COMPLEX_FIXUP_NONE:
7643 if (!is_identity_fixup(texture_gl->t.resource.format->color_fixup))
7644 FIXME("Implement support for sign or swizzle fixups.\n");
7645 shader = arbfp_gen_plain_shader(gl_info, &type);
7646 break;
7648 case COMPLEX_FIXUP_P8:
7649 shader = gen_p8_shader(gl_info, &type);
7650 break;
7652 case COMPLEX_FIXUP_YUY2:
7653 case COMPLEX_FIXUP_UYVY:
7654 case COMPLEX_FIXUP_YV12:
7655 case COMPLEX_FIXUP_NV12:
7656 shader = gen_yuv_shader(gl_info, &type);
7657 break;
7659 default:
7660 FIXME("Unsupported fixup %#x.\n", fixup);
7661 return E_NOTIMPL;
7664 if (!shader)
7666 ERR("Failed to get shader for fixup %#x.\n", fixup);
7667 return E_NOTIMPL;
7670 if (!(desc = heap_alloc(sizeof(*desc))))
7671 goto err_out;
7673 desc->type = type;
7674 desc->shader = shader;
7675 if (wine_rb_put(&blitter->shaders, &desc->type, &desc->entry) == -1)
7677 err_out:
7678 ERR("Out of memory\n");
7679 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7680 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7681 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7682 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7683 heap_free(desc);
7684 return E_OUTOFMEMORY;
7688 if (fixup == COMPLEX_FIXUP_P8)
7689 arbfp_blitter_upload_palette(blitter, texture_gl, context_gl);
7691 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7692 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7693 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7694 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7695 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, &size.x));
7696 checkGLcall("glProgramLocalParameter4fvARB");
7697 if (type.use_color_key)
7699 wined3d_format_get_float_color_key(texture_gl->t.resource.format, color_key, float_color_key);
7700 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7701 ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
7702 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7703 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r));
7704 checkGLcall("glProgramLocalParameter4fvARB");
7707 return WINED3D_OK;
7710 /* Context activation is done by the caller. */
7711 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7713 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7714 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7717 static BOOL arbfp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
7718 const struct wined3d_resource *src_resource, DWORD src_location,
7719 const struct wined3d_resource *dst_resource, DWORD dst_location)
7721 const struct wined3d_format *src_format = src_resource->format;
7722 const struct wined3d_format *dst_format = dst_resource->format;
7723 enum complex_fixup src_fixup;
7724 BOOL decompress;
7726 if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
7727 return FALSE;
7729 if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
7731 if (dst_format->depth_size || dst_format->stencil_size)
7732 blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
7733 else
7734 blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
7737 switch (blit_op)
7739 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
7740 if (!context->d3d_info->shader_color_key)
7742 /* The conversion modifies the alpha channel so the color key might no longer match. */
7743 TRACE("Color keying not supported with converted textures.\n");
7744 return FALSE;
7746 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
7747 case WINED3D_BLIT_OP_COLOR_BLIT:
7748 break;
7750 default:
7751 TRACE("Unsupported blit_op=%d\n", blit_op);
7752 return FALSE;
7755 decompress = (src_format->attrs & WINED3D_FORMAT_ATTR_COMPRESSED)
7756 && !(dst_format->attrs & WINED3D_FORMAT_ATTR_COMPRESSED);
7757 if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
7758 return FALSE;
7760 src_fixup = get_complex_fixup(src_format->color_fixup);
7761 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7763 TRACE("Checking support for fixup:\n");
7764 dump_color_fixup_desc(src_format->color_fixup);
7767 if (!is_identity_fixup(dst_format->color_fixup)
7768 && (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE))
7770 TRACE("Destination fixups are not supported\n");
7771 return FALSE;
7774 if (is_identity_fixup(src_format->color_fixup))
7776 TRACE("[OK]\n");
7777 return TRUE;
7780 /* We only support YUV conversions. */
7781 if (!is_complex_fixup(src_format->color_fixup))
7783 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
7785 WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
7786 return TRUE;
7789 TRACE("[FAILED]\n");
7790 return FALSE;
7793 switch(src_fixup)
7795 case COMPLEX_FIXUP_YUY2:
7796 case COMPLEX_FIXUP_UYVY:
7797 case COMPLEX_FIXUP_YV12:
7798 case COMPLEX_FIXUP_NV12:
7799 case COMPLEX_FIXUP_P8:
7800 TRACE("[OK]\n");
7801 return TRUE;
7803 default:
7804 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7805 TRACE("[FAILED]\n");
7806 return FALSE;
7810 static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
7811 struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
7812 DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
7813 unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
7814 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter,
7815 const struct wined3d_format *resolve_format)
7817 struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
7818 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
7819 struct wined3d_device *device = dst_texture->resource.device;
7820 struct wined3d_texture *staging_texture = NULL;
7821 struct wined3d_arbfp_blitter *arbfp_blitter;
7822 struct wined3d_color_key alpha_test_key;
7823 struct wined3d_blitter *next;
7824 unsigned int src_level;
7825 RECT s, d;
7827 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, "
7828 "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, "
7829 "colour_key %p, filter %s, resolve format %p.\n",
7830 blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
7831 wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
7832 wine_dbgstr_rect(dst_rect), color_key, debug_d3dtexturefiltertype(filter), resolve_format);
7834 if (!arbfp_blit_supported(op, context, &src_texture->resource, src_location,
7835 &dst_texture->resource, dst_location))
7837 if (!(next = blitter->next))
7839 ERR("No blitter to handle blit op %#x.\n", op);
7840 return dst_location;
7843 TRACE("Forwarding to blitter %p.\n", next);
7844 return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
7845 src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, color_key, filter, resolve_format);
7848 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
7850 if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
7852 struct wined3d_resource_desc desc;
7853 struct wined3d_box upload_box;
7854 HRESULT hr;
7856 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
7858 src_level = src_sub_resource_idx % src_texture->level_count;
7859 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
7860 desc.format = src_texture->resource.format->id;
7861 desc.multisample_type = src_texture->resource.multisample_type;
7862 desc.multisample_quality = src_texture->resource.multisample_quality;
7863 desc.usage = WINED3DUSAGE_PRIVATE;
7864 desc.bind_flags = 0;
7865 desc.access = WINED3D_RESOURCE_ACCESS_GPU;
7866 desc.width = wined3d_texture_get_level_width(src_texture, src_level);
7867 desc.height = wined3d_texture_get_level_height(src_texture, src_level);
7868 desc.depth = 1;
7869 desc.size = 0;
7871 if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
7872 NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
7874 ERR("Failed to create staging texture, hr %#lx.\n", hr);
7875 return dst_location;
7878 wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
7879 wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
7880 src_texture, src_sub_resource_idx, &upload_box);
7882 src_texture = staging_texture;
7883 src_texture_gl = wined3d_texture_gl(src_texture);
7884 src_sub_resource_idx = 0;
7886 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7887 && (src_texture->sub_resources[src_sub_resource_idx].locations
7888 & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE)) == WINED3D_LOCATION_DRAWABLE
7889 && !wined3d_resource_is_offscreen(&src_texture->resource))
7892 /* Without FBO blits transferring from the drawable to the texture is
7893 * expensive, because we have to flip the data in sysmem. Since we can
7894 * flip in the blitter, we don't actually need that flip anyway. So we
7895 * use the surface's texture as scratch texture, and flip the source
7896 * rectangle instead. */
7897 texture2d_load_fb_texture(src_texture_gl, src_sub_resource_idx, FALSE, context);
7899 s = *src_rect;
7900 src_level = src_sub_resource_idx % src_texture->level_count;
7901 s.top = wined3d_texture_get_level_height(src_texture, src_level) - s.top;
7902 s.bottom = wined3d_texture_get_level_height(src_texture, src_level) - s.bottom;
7903 src_rect = &s;
7905 else
7907 wined3d_texture_load(src_texture, context, FALSE);
7910 if (wined3d_texture_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect))
7911 wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
7912 else
7913 wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location);
7915 context_gl_apply_texture_draw_state(context_gl, dst_texture, dst_sub_resource_idx, dst_location);
7916 wined3d_context_gl_apply_ffp_blit_state(context_gl, device);
7918 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7920 d = *dst_rect;
7921 wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &d);
7922 dst_rect = &d;
7925 if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
7927 const struct wined3d_format *fmt = src_texture->resource.format;
7928 alpha_test_key.color_space_low_value = 0;
7929 alpha_test_key.color_space_high_value = ~(wined3d_mask_from_size(fmt->alpha_size) << fmt->alpha_offset);
7930 color_key = &alpha_test_key;
7933 arbfp_blit_set(arbfp_blitter, context_gl, src_texture_gl, src_sub_resource_idx, color_key);
7935 /* Draw a textured quad */
7936 wined3d_context_gl_draw_textured_quad(context_gl, src_texture_gl,
7937 src_sub_resource_idx, src_rect, dst_rect, filter);
7939 /* Leave the opengl state valid for blitting */
7940 arbfp_blit_unset(context_gl->gl_info);
7942 if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture))
7943 context_gl->gl_info->gl_ops.gl.p_glFlush();
7945 if (staging_texture)
7946 wined3d_texture_decref(staging_texture);
7948 return dst_location;
7951 static void arbfp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
7952 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
7953 const RECT *draw_rect, uint32_t flags, const struct wined3d_color *colour, float depth, unsigned int stencil)
7955 struct wined3d_blitter *next;
7957 if ((next = blitter->next))
7958 next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
7959 clear_rects, draw_rect, flags, colour, depth, stencil);
7962 static const struct wined3d_blitter_ops arbfp_blitter_ops =
7964 arbfp_blitter_destroy,
7965 arbfp_blitter_clear,
7966 arbfp_blitter_blit,
7969 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device)
7971 const struct wined3d_gl_info *gl_info = &wined3d_adapter_gl(device->adapter)->gl_info;
7972 struct wined3d_arbfp_blitter *blitter;
7974 if (device->shader_backend != &arb_program_shader_backend
7975 && device->shader_backend != &glsl_shader_backend)
7976 return;
7978 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7979 return;
7981 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
7982 return;
7984 if (!(blitter = heap_alloc(sizeof(*blitter))))
7986 ERR("Failed to allocate blitter.\n");
7987 return;
7990 TRACE("Created blitter %p.\n", blitter);
7992 blitter->blitter.ops = &arbfp_blitter_ops;
7993 blitter->blitter.next = *next;
7994 wine_rb_init(&blitter->shaders, arbfp_blit_type_compare);
7995 blitter->palette_texture = 0;
7996 *next = &blitter->blitter;