quartz: Clarify debug strings.
[wine.git] / dlls / wined3d / arb_program_shader.c
blob762b8a774b2b48e6e44d6668f16decf257300a8e
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
33 #include <math.h>
34 #include <stdio.h>
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
43 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
45 return type == WINED3D_SHADER_TYPE_PIXEL;
48 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
50 return type == WINED3D_SHADER_TYPE_VERTEX;
53 static const char *get_line(const char **ptr)
55 const char *p, *q;
57 p = *ptr;
58 if (!(q = strstr(p, "\n")))
60 if (!*p) return NULL;
61 *ptr += strlen(p);
62 return p;
64 *ptr = q + 1;
66 return p;
69 enum arb_helper_value
71 ARB_ZERO,
72 ARB_ONE,
73 ARB_TWO,
74 ARB_0001,
75 ARB_EPS,
77 ARB_VS_REL_OFFSET
80 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
82 if (shader != WINED3D_SHADER_TYPE_VERTEX && shader != WINED3D_SHADER_TYPE_PIXEL)
84 ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader));
85 return "bad";
88 if (shader == WINED3D_SHADER_TYPE_PIXEL)
90 switch (value)
92 case ARB_ZERO: return "ps_helper_const.x";
93 case ARB_ONE: return "ps_helper_const.y";
94 case ARB_TWO: return "coefmul.x";
95 case ARB_0001: return "ps_helper_const.xxxy";
96 case ARB_EPS: return "ps_helper_const.z";
97 default: break;
100 else
102 switch (value)
104 case ARB_ZERO: return "helper_const.x";
105 case ARB_ONE: return "helper_const.y";
106 case ARB_TWO: return "helper_const.z";
107 case ARB_EPS: return "helper_const.w";
108 case ARB_0001: return "helper_const.xxxy";
109 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
112 FIXME("Unmanaged %s shader helper constant requested: %u.\n",
113 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
114 switch (value)
116 case ARB_ZERO: return "0.0";
117 case ARB_ONE: return "1.0";
118 case ARB_TWO: return "2.0";
119 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
120 case ARB_EPS: return "1e-8";
121 default: return "bad";
125 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
127 return context->lowest_disabled_stage < 7;
130 /* ARB_program_shader private data */
132 struct control_frame
134 struct list entry;
135 enum
138 IFC,
139 LOOP,
141 } type;
142 BOOL muting;
143 BOOL outer_loop;
144 union
146 unsigned int loop;
147 unsigned int ifc;
148 } no;
149 struct wined3d_shader_loop_control loop_control;
150 BOOL had_else;
153 struct arb_ps_np2fixup_info
155 struct ps_np2fixup_info super;
156 /* For ARB we need an offset value:
157 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
158 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
159 * array we need an offset to the index inside the program local parameter array. */
160 UINT offset;
163 struct arb_ps_compile_args
165 struct ps_compile_args super;
166 WORD bools;
167 WORD clip; /* only a boolean, use a WORD for alignment */
168 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
171 struct stb_const_desc
173 unsigned char texunit;
174 UINT const_num;
177 struct arb_ps_compiled_shader
179 struct arb_ps_compile_args args;
180 struct arb_ps_np2fixup_info np2fixup_info;
181 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
182 struct stb_const_desc luminanceconst[MAX_TEXTURES];
183 UINT int_consts[WINED3D_MAX_CONSTS_I];
184 GLuint prgId;
185 UINT ycorrection;
186 unsigned char numbumpenvmatconsts;
187 char num_int_consts;
190 struct arb_vs_compile_args
192 struct vs_compile_args super;
193 union
195 struct
197 WORD bools;
198 unsigned char clip_texcoord;
199 unsigned char clipplane_mask;
200 } boolclip;
201 DWORD boolclip_compare;
202 } clip;
203 DWORD ps_signature;
204 union
206 unsigned char samplers[4];
207 DWORD samplers_compare;
208 } vertex;
209 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
212 struct arb_vs_compiled_shader
214 struct arb_vs_compile_args args;
215 GLuint prgId;
216 UINT int_consts[WINED3D_MAX_CONSTS_I];
217 char num_int_consts;
218 char need_color_unclamp;
219 UINT pos_fixup;
222 struct recorded_instruction
224 struct wined3d_shader_instruction ins;
225 struct list entry;
228 struct shader_arb_ctx_priv
230 char addr_reg[20];
231 enum
233 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
234 ARB,
235 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
236 NV2,
237 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
239 } target_version;
241 const struct arb_vs_compile_args *cur_vs_args;
242 const struct arb_ps_compile_args *cur_ps_args;
243 const struct arb_ps_compiled_shader *compiled_fprog;
244 const struct arb_vs_compiled_shader *compiled_vprog;
245 struct arb_ps_np2fixup_info *cur_np2fixup_info;
246 struct list control_frames;
247 struct list record;
248 BOOL recording;
249 BOOL muted;
250 unsigned int num_loops, loop_depth, num_ifcs;
251 int aL;
252 BOOL ps_post_process;
254 unsigned int vs_clipplanes;
255 BOOL footer_written;
256 BOOL in_main_func;
258 /* For 3.0 vertex shaders */
259 const char *vs_output[MAX_REG_OUTPUT];
260 /* For 2.x and earlier vertex shaders */
261 const char *texcrd_output[8], *color_output[2], *fog_output;
263 /* 3.0 pshader input for compatibility with fixed function */
264 const char *ps_input[MAX_REG_INPUT];
267 struct ps_signature
269 struct wined3d_shader_signature sig;
270 DWORD idx;
271 struct wine_rb_entry entry;
274 struct arb_pshader_private {
275 struct arb_ps_compiled_shader *gl_shaders;
276 UINT num_gl_shaders, shader_array_size;
277 DWORD input_signature_idx;
278 DWORD clipplane_emulation;
279 BOOL clamp_consts;
282 struct arb_vshader_private {
283 struct arb_vs_compiled_shader *gl_shaders;
284 UINT num_gl_shaders, shader_array_size;
285 UINT rel_offset;
288 struct shader_arb_priv
290 GLuint current_vprogram_id;
291 GLuint current_fprogram_id;
292 const struct arb_ps_compiled_shader *compiled_fprog;
293 const struct arb_vs_compiled_shader *compiled_vprog;
294 GLuint depth_blt_vprogram_id;
295 GLuint depth_blt_fprogram_id_full[WINED3D_GL_RES_TYPE_COUNT];
296 GLuint depth_blt_fprogram_id_masked[WINED3D_GL_RES_TYPE_COUNT];
297 BOOL use_arbfp_fixed_func;
298 struct wine_rb_tree fragment_shaders;
299 BOOL last_ps_const_clamped;
300 BOOL last_vs_color_unclamp;
302 struct wine_rb_tree signature_tree;
303 DWORD ps_sig_number;
305 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
306 char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F];
307 char pshader_const_dirty[WINED3D_MAX_PS_CONSTS_F];
308 const struct wined3d_context *last_context;
310 const struct wined3d_vertex_pipe_ops *vertex_pipe;
311 const struct fragment_pipeline *fragment_pipe;
312 BOOL ffp_proj_control;
315 /* Context activation for state handlers is done by the caller. */
317 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
318 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
320 if (shader_data->rel_offset) return TRUE;
321 if (!reg_maps->usesmova) return FALSE;
322 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
325 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
326 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
328 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
329 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
332 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
333 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
335 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
336 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
337 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
338 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
339 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
340 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
341 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
342 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
343 return FALSE;
346 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
347 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
349 unsigned int ret = 1;
350 /* We use one PARAM for the pos fixup, and in some cases one to load
351 * some immediate values into the shader. */
352 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
353 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
354 return ret;
357 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
358 * When constant_list == NULL, it will load all the constants.
360 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
361 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
363 /* Context activation is done by the caller. */
364 static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *shader,
365 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
366 const struct wined3d_vec4 *constants, char *dirty_consts)
368 struct wined3d_shader_lconst *lconst;
369 unsigned int ret, i, j;
371 if (TRACE_ON(d3d_constants))
373 for (i = 0; i < max_constants; ++i)
375 if (!dirty_consts[i])
376 continue;
377 TRACE_(d3d_constants)("Loading constant %u: %s.\n", i, debug_vec4(&constants[i]));
381 i = 0;
383 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
384 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
386 float lcl_const[4];
387 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
388 * shaders, the first 8 constants are marked dirty for reload
390 for (; i < min(8, max_constants); ++i)
392 if (!dirty_consts[i])
393 continue;
394 dirty_consts[i] = 0;
396 if (constants[i].x > 1.0f)
397 lcl_const[0] = 1.0f;
398 else if (constants[i].x < -1.0f)
399 lcl_const[0] = -1.0f;
400 else
401 lcl_const[0] = constants[i].x;
403 if (constants[i].y > 1.0f)
404 lcl_const[1] = 1.0f;
405 else if (constants[i].y < -1.0f)
406 lcl_const[1] = -1.0f;
407 else
408 lcl_const[1] = constants[i].y;
410 if (constants[i].z > 1.0f)
411 lcl_const[2] = 1.0f;
412 else if (constants[i].z < -1.0f)
413 lcl_const[2] = -1.0f;
414 else
415 lcl_const[2] = constants[i].z;
417 if (constants[i].w > 1.0f)
418 lcl_const[3] = 1.0f;
419 else if (constants[i].w < -1.0f)
420 lcl_const[3] = -1.0f;
421 else
422 lcl_const[3] = constants[i].w;
424 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
427 /* If further constants are dirty, reload them without clamping.
429 * The alternative is not to touch them, but then we cannot reset the dirty constant count
430 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
431 * above would always re-check the first 8 constants since max_constant remains at the init
432 * value
436 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
438 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
439 * or just reloading *all* constants at once
441 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
443 for (; i < max_constants; ++i)
445 if (!dirty_consts[i])
446 continue;
448 /* Find the next block of dirty constants */
449 dirty_consts[i] = 0;
450 j = i;
451 for (++i; (i < max_constants) && dirty_consts[i]; ++i)
453 dirty_consts[i] = 0;
456 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, &constants[j].x));
459 else
461 for (; i < max_constants; ++i)
463 if (dirty_consts[i])
465 dirty_consts[i] = 0;
466 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i].x));
470 checkGLcall("glProgramEnvParameter4fvARB()");
472 /* Load immediate constants */
473 if (shader->load_local_constsF)
475 if (TRACE_ON(d3d_shader))
477 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
479 GLfloat* values = (GLfloat*)lconst->value;
480 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
481 values[0], values[1], values[2], values[3]);
484 /* Immediate constants are clamped for 1.X shaders at loading times */
485 ret = 0;
486 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
488 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
489 ret = max(ret, lconst->idx + 1);
490 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
492 checkGLcall("glProgramEnvParameter4fvARB()");
493 return ret; /* The loaded immediate constants need reloading for the next shader */
494 } else {
495 return 0; /* No constants are dirty now */
499 /* Loads the texture dimensions for NP2 fixup into the currently set
500 * ARB_[vertex/fragment]_programs. */
501 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
502 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
504 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
505 WORD active = fixup->super.active;
506 UINT i;
508 if (!active)
509 return;
511 for (i = 0; active; active >>= 1, ++i)
513 const struct wined3d_texture *tex = state->textures[i];
514 unsigned char idx = fixup->super.idx[i];
515 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
517 if (!(active & 1))
518 continue;
520 if (!tex)
522 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
523 continue;
526 if (idx % 2)
528 tex_dim[2] = tex->pow2_matrix[0];
529 tex_dim[3] = tex->pow2_matrix[5];
531 else
533 tex_dim[0] = tex->pow2_matrix[0];
534 tex_dim[1] = tex->pow2_matrix[5];
538 for (i = 0; i < fixup->super.num_consts; ++i)
540 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
541 fixup->offset + i, &np2fixup_constants[i * 4]));
545 /* Context activation is done by the caller. */
546 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
547 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
549 const struct wined3d_gl_info *gl_info = context->gl_info;
550 unsigned char i;
552 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
554 int texunit = gl_shader->bumpenvmatconst[i].texunit;
556 /* The state manager takes care that this function is always called if the bump env matrix changes */
557 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
558 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
559 gl_shader->bumpenvmatconst[i].const_num, data));
561 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
563 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
564 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
565 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
566 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
568 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
569 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
570 gl_shader->luminanceconst[i].const_num, scale));
573 checkGLcall("Load bumpmap consts");
575 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
577 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
578 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
579 * ycorrection.z: 1.0
580 * ycorrection.w: 0.0
582 float val[4];
583 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
584 val[1] = context->render_offscreen ? 1.0f : -1.0f;
585 val[2] = 1.0f;
586 val[3] = 0.0f;
587 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
588 checkGLcall("y correction loading");
591 if (!gl_shader->num_int_consts) return;
593 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
595 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
597 float val[4];
598 val[0] = (float)state->ps_consts_i[i].x;
599 val[1] = (float)state->ps_consts_i[i].y;
600 val[2] = (float)state->ps_consts_i[i].z;
601 val[3] = -1.0f;
603 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
606 checkGLcall("Load ps int consts");
609 /* Context activation is done by the caller. */
610 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
611 const struct wined3d_context *context, const struct wined3d_state *state)
613 const struct wined3d_gl_info *gl_info = context->gl_info;
614 float position_fixup[4];
615 unsigned char i;
617 /* Upload the position fixup */
618 shader_get_position_fixup(context, state, position_fixup);
619 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
621 if (!gl_shader->num_int_consts) return;
623 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
625 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
627 float val[4];
628 val[0] = (float)state->vs_consts_i[i].x;
629 val[1] = (float)state->vs_consts_i[i].y;
630 val[2] = (float)state->vs_consts_i[i].z;
631 val[3] = -1.0f;
633 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
636 checkGLcall("Load vs int consts");
639 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
640 const struct wined3d_state *state);
643 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
645 * We only support float constants in ARB at the moment, so don't
646 * worry about the Integers or Booleans
648 /* Context activation is done by the caller (state handler). */
649 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
650 struct wined3d_context *context, const struct wined3d_state *state,
651 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
653 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
654 const struct wined3d_gl_info *gl_info = context->gl_info;
656 if (!from_shader_select)
658 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
659 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
661 if (vshader
662 && (vshader->reg_maps.boolean_constants
663 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
664 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
666 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
667 shader_arb_select(priv, context, state);
669 else if (pshader
670 && (pshader->reg_maps.boolean_constants
671 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
672 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
674 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
675 shader_arb_select(priv, context, state);
679 if (context != priv->last_context)
681 memset(priv->vshader_const_dirty, 1,
682 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
683 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
685 memset(priv->pshader_const_dirty, 1,
686 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
687 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
689 priv->last_context = context;
692 if (useVertexShader)
694 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
695 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
697 /* Load DirectX 9 float constants for vertex shader */
698 priv->highest_dirty_vs_const = shader_arb_load_constants_f(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
699 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
700 shader_arb_vs_local_constants(gl_shader, context, state);
703 if (usePixelShader)
705 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
706 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
707 UINT rt_height = state->fb->render_targets[0]->height;
709 /* Load DirectX 9 float constants for pixel shader */
710 priv->highest_dirty_ps_const = shader_arb_load_constants_f(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
711 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
712 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
714 if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
715 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
719 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
720 const struct wined3d_state *state)
722 BOOL vs = use_vs(state);
723 BOOL ps = use_ps(state);
725 shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
728 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
730 struct wined3d_context *context = context_get_current();
731 struct shader_arb_priv *priv = device->shader_priv;
733 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
734 * context. On a context switch the old context will be fully dirtified */
735 if (!context || context->device != device)
736 return;
738 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
739 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
742 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
744 struct wined3d_context *context = context_get_current();
745 struct shader_arb_priv *priv = device->shader_priv;
747 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
748 * context. On a context switch the old context will be fully dirtified */
749 if (!context || context->device != device)
750 return;
752 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
753 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
756 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
758 char str[4][17];
760 wined3d_ftoa(values[0], str[0]);
761 wined3d_ftoa(values[1], str[1]);
762 wined3d_ftoa(values[2], str[2]);
763 wined3d_ftoa(values[3], str[3]);
764 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
767 /* Generate the variable & register declarations for the ARB_vertex_program output target */
768 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
769 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
770 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
771 const struct shader_arb_ctx_priv *ctx)
773 DWORD i;
774 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
775 const struct wined3d_shader_lconst *lconst;
776 unsigned max_constantsF;
777 DWORD map;
779 /* In pixel shaders, all private constants are program local, we don't need anything
780 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
781 * If we need a private constant the GL implementation will squeeze it in somewhere
783 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
784 * immediate values. The posFixup is loaded using program.env for now, so always
785 * subtract one from the number of constants. If the shader uses indirect addressing,
786 * account for the helper const too because we have to declare all available d3d constants
787 * and don't know which are actually used.
789 if (pshader)
791 max_constantsF = gl_info->limits.arb_ps_native_constants;
792 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
793 if (max_constantsF < 24)
794 max_constantsF = gl_info->limits.arb_ps_float_constants;
796 else
798 const struct arb_vshader_private *shader_data = shader->backend_data;
799 max_constantsF = gl_info->limits.arb_vs_native_constants;
800 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
801 * Also prevents max_constantsF from becoming less than 0 and
802 * wrapping . */
803 if (max_constantsF < 96)
804 max_constantsF = gl_info->limits.arb_vs_float_constants;
806 if (reg_maps->usesrelconstF)
808 DWORD highest_constf = 0, clip_limit;
810 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
811 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
812 max_constantsF -= gl_info->reserved_arb_constants;
814 for (i = 0; i < shader->limits->constant_float; ++i)
816 DWORD idx = i >> 5;
817 DWORD shift = i & 0x1f;
818 if (reg_maps->constf[idx] & (1u << shift))
819 highest_constf = i;
822 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
824 if(ctx->cur_vs_args->super.clip_enabled)
825 clip_limit = gl_info->limits.user_clip_distances;
826 else
827 clip_limit = 0;
829 else
831 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
832 clip_limit = min(wined3d_popcount(mask), 4);
834 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
835 max_constantsF -= *num_clipplanes;
836 if(*num_clipplanes < clip_limit)
838 WARN("Only %u clip planes out of %u enabled.\n", *num_clipplanes,
839 gl_info->limits.user_clip_distances);
842 else
844 if (ctx->target_version >= NV2)
845 *num_clipplanes = gl_info->limits.user_clip_distances;
846 else
847 *num_clipplanes = min(gl_info->limits.user_clip_distances, 4);
851 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
853 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
856 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
858 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
861 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
863 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
865 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
869 if (!shader->load_local_constsF)
871 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
873 const float *value;
874 value = (const float *)lconst->value;
875 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
876 shader_arb_append_imm_vec4(buffer, value);
877 shader_addline(buffer, ";\n");
881 /* After subtracting privately used constants from the hardware limit(they are loaded as
882 * local constants), make sure the shader doesn't violate the env constant limit
884 if(pshader)
886 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
888 else
890 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
893 /* Avoid declaring more constants than needed */
894 max_constantsF = min(max_constantsF, shader->limits->constant_float);
896 /* we use the array-based constants array if the local constants are marked for loading,
897 * because then we use indirect addressing, or when the local constant list is empty,
898 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
899 * local constants do not declare the loaded constants as an array because ARB compilers usually
900 * do not optimize unused constants away
902 if (reg_maps->usesrelconstF)
904 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
905 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
906 max_constantsF, max_constantsF - 1);
908 else
910 for (i = 0; i < max_constantsF; ++i)
912 DWORD idx, mask;
913 idx = i >> 5;
914 mask = 1u << (i & 0x1fu);
915 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
917 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
923 static const char * const shift_tab[] = {
924 "dummy", /* 0 (none) */
925 "coefmul.x", /* 1 (x2) */
926 "coefmul.y", /* 2 (x4) */
927 "coefmul.z", /* 3 (x8) */
928 "coefmul.w", /* 4 (x16) */
929 "dummy", /* 5 (x32) */
930 "dummy", /* 6 (x64) */
931 "dummy", /* 7 (x128) */
932 "dummy", /* 8 (d256) */
933 "dummy", /* 9 (d128) */
934 "dummy", /* 10 (d64) */
935 "dummy", /* 11 (d32) */
936 "coefdiv.w", /* 12 (d16) */
937 "coefdiv.z", /* 13 (d8) */
938 "coefdiv.y", /* 14 (d4) */
939 "coefdiv.x" /* 15 (d2) */
942 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
943 const struct wined3d_shader_dst_param *dst, char *write_mask)
945 char *ptr = write_mask;
947 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
949 *ptr++ = '.';
950 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
951 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
952 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
953 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
956 *ptr = '\0';
959 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
961 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
962 * but addressed as "rgba". To fix this we need to swap the register's x
963 * and z components. */
964 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
965 char *ptr = swizzle_str;
967 /* swizzle bits fields: wwzzyyxx */
968 DWORD swizzle = param->swizzle;
969 DWORD swizzle_x = swizzle & 0x03;
970 DWORD swizzle_y = (swizzle >> 2) & 0x03;
971 DWORD swizzle_z = (swizzle >> 4) & 0x03;
972 DWORD swizzle_w = (swizzle >> 6) & 0x03;
974 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
975 * generate a swizzle string. Unless we need to our own swizzling. */
976 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
978 *ptr++ = '.';
979 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
980 *ptr++ = swizzle_chars[swizzle_x];
981 } else {
982 *ptr++ = swizzle_chars[swizzle_x];
983 *ptr++ = swizzle_chars[swizzle_y];
984 *ptr++ = swizzle_chars[swizzle_z];
985 *ptr++ = swizzle_chars[swizzle_w];
989 *ptr = '\0';
992 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
994 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
995 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
997 if (!strcmp(priv->addr_reg, src)) return;
999 strcpy(priv->addr_reg, src);
1000 shader_addline(buffer, "ARL A0.x, %s;\n", src);
1003 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1004 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
1006 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1007 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1009 /* oPos, oFog and oPts in D3D */
1010 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1011 const struct wined3d_shader *shader = ins->ctx->shader;
1012 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1013 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1014 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1016 *is_color = FALSE;
1018 switch (reg->type)
1020 case WINED3DSPR_TEMP:
1021 sprintf(register_name, "R%u", reg->idx[0].offset);
1022 break;
1024 case WINED3DSPR_INPUT:
1025 if (pshader)
1027 if (reg_maps->shader_version.major < 3)
1029 if (!reg->idx[0].offset)
1030 strcpy(register_name, "fragment.color.primary");
1031 else
1032 strcpy(register_name, "fragment.color.secondary");
1034 else
1036 if (reg->idx[0].rel_addr)
1038 char rel_reg[50];
1039 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1041 if (!strcmp(rel_reg, "**aL_emul**"))
1043 DWORD idx = ctx->aL + reg->idx[0].offset;
1044 if(idx < MAX_REG_INPUT)
1046 strcpy(register_name, ctx->ps_input[idx]);
1048 else
1050 ERR("Pixel shader input register out of bounds: %u\n", idx);
1051 sprintf(register_name, "out_of_bounds_%u", idx);
1054 else if (reg_maps->input_registers & 0x0300)
1056 /* There are two ways basically:
1058 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1059 * That means trouble if the loop also contains a breakc or if the control values
1060 * aren't local constants.
1061 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1062 * source dynamically. The trouble is that we cannot simply read aL.y because it
1063 * is an ADDRESS register. We could however push it, load .zw with a value and use
1064 * ADAC to load the condition code register and pop it again afterwards
1066 FIXME("Relative input register addressing with more than 8 registers\n");
1068 /* This is better than nothing for now */
1069 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1071 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1073 /* This is problematic because we'd have to consult the ctx->ps_input strings
1074 * for where to find the varying. Some may be "0.0", others can be texcoords or
1075 * colors. This needs either a pipeline replacement to make the vertex shader feed
1076 * proper varyings, or loop unrolling
1078 * For now use the texcoords and hope for the best
1080 FIXME("Non-vertex shader varying input with indirect addressing\n");
1081 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1083 else
1085 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1086 * pulls GL_NV_fragment_program2 in
1088 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1091 else
1093 if (reg->idx[0].offset < MAX_REG_INPUT)
1095 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1097 else
1099 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1100 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1105 else
1107 if (ctx->cur_vs_args->super.swizzle_map & (1u << reg->idx[0].offset))
1108 *is_color = TRUE;
1109 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1111 break;
1113 case WINED3DSPR_CONST:
1114 if (!pshader && reg->idx[0].rel_addr)
1116 const struct arb_vshader_private *shader_data = shader->backend_data;
1117 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1118 BOOL aL = FALSE;
1119 char rel_reg[50];
1120 if (reg_maps->shader_version.major < 2)
1122 sprintf(rel_reg, "A0.x");
1124 else
1126 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1127 if (ctx->target_version == ARB)
1129 if (!strcmp(rel_reg, "**aL_emul**"))
1131 aL = TRUE;
1132 } else {
1133 shader_arb_request_a0(ins, rel_reg);
1134 sprintf(rel_reg, "A0.x");
1138 if (aL)
1139 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1140 else if (reg->idx[0].offset >= rel_offset)
1141 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1142 else
1143 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1145 else
1147 if (reg_maps->usesrelconstF)
1148 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1149 else
1150 sprintf(register_name, "C%u", reg->idx[0].offset);
1152 break;
1154 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1155 if (pshader)
1157 if (reg_maps->shader_version.major == 1
1158 && reg_maps->shader_version.minor <= 3)
1159 /* In ps <= 1.3, Tx is a temporary register as destination
1160 * to all instructions, and as source to most instructions.
1161 * For some instructions it is the texcoord input. Those
1162 * instructions know about the special use. */
1163 sprintf(register_name, "T%u", reg->idx[0].offset);
1164 else
1165 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1166 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1168 else
1170 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1171 sprintf(register_name, "A%u", reg->idx[0].offset);
1172 else
1173 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1175 break;
1177 case WINED3DSPR_COLOROUT:
1178 if (ctx->ps_post_process && !reg->idx[0].offset)
1180 strcpy(register_name, "TMP_COLOR");
1182 else
1184 if (ctx->cur_ps_args->super.srgb_correction)
1185 FIXME("sRGB correction on higher render targets.\n");
1186 if (reg_maps->rt_mask > 1)
1187 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1188 else
1189 strcpy(register_name, "result.color");
1191 break;
1193 case WINED3DSPR_RASTOUT:
1194 if (reg->idx[0].offset == 1)
1195 sprintf(register_name, "%s", ctx->fog_output);
1196 else
1197 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1198 break;
1200 case WINED3DSPR_DEPTHOUT:
1201 strcpy(register_name, "result.depth");
1202 break;
1204 case WINED3DSPR_ATTROUT:
1205 /* case WINED3DSPR_OUTPUT: */
1206 if (pshader)
1207 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1208 else
1209 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1210 break;
1212 case WINED3DSPR_TEXCRDOUT:
1213 if (pshader)
1214 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1215 else if (reg_maps->shader_version.major < 3)
1216 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1217 else
1218 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1219 break;
1221 case WINED3DSPR_LOOP:
1222 if(ctx->target_version >= NV2)
1224 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1225 if(pshader) sprintf(register_name, "A0.x");
1226 else sprintf(register_name, "aL.y");
1228 else
1230 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1231 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1232 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1233 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1234 * indexing
1236 sprintf(register_name, "**aL_emul**");
1239 break;
1241 case WINED3DSPR_CONSTINT:
1242 sprintf(register_name, "I%u", reg->idx[0].offset);
1243 break;
1245 case WINED3DSPR_MISCTYPE:
1246 if (!reg->idx[0].offset)
1247 sprintf(register_name, "vpos");
1248 else if (reg->idx[0].offset == 1)
1249 sprintf(register_name, "fragment.facing.x");
1250 else
1251 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1252 break;
1254 default:
1255 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1256 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1257 break;
1261 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1262 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1264 char register_name[255];
1265 char write_mask[6];
1266 BOOL is_color;
1268 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1269 strcpy(str, register_name);
1271 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1272 strcat(str, write_mask);
1275 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1277 switch(channel_source)
1279 case CHANNEL_SOURCE_ZERO: return "0";
1280 case CHANNEL_SOURCE_ONE: return "1";
1281 case CHANNEL_SOURCE_X: return "x";
1282 case CHANNEL_SOURCE_Y: return "y";
1283 case CHANNEL_SOURCE_Z: return "z";
1284 case CHANNEL_SOURCE_W: return "w";
1285 default:
1286 FIXME("Unhandled channel source %#x\n", channel_source);
1287 return "undefined";
1291 struct color_fixup_masks
1293 DWORD source;
1294 DWORD sign;
1297 static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
1299 struct color_fixup_masks masks = {0, 0};
1301 if (is_complex_fixup(fixup))
1303 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1304 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1305 return masks;
1308 if (fixup.x_source != CHANNEL_SOURCE_X)
1309 masks.source |= WINED3DSP_WRITEMASK_0;
1310 if (fixup.y_source != CHANNEL_SOURCE_Y)
1311 masks.source |= WINED3DSP_WRITEMASK_1;
1312 if (fixup.z_source != CHANNEL_SOURCE_Z)
1313 masks.source |= WINED3DSP_WRITEMASK_2;
1314 if (fixup.w_source != CHANNEL_SOURCE_W)
1315 masks.source |= WINED3DSP_WRITEMASK_3;
1316 masks.source &= dst_mask;
1318 if (fixup.x_sign_fixup)
1319 masks.sign |= WINED3DSP_WRITEMASK_0;
1320 if (fixup.y_sign_fixup)
1321 masks.sign |= WINED3DSP_WRITEMASK_1;
1322 if (fixup.z_sign_fixup)
1323 masks.sign |= WINED3DSP_WRITEMASK_2;
1324 if (fixup.w_sign_fixup)
1325 masks.sign |= WINED3DSP_WRITEMASK_3;
1326 masks.sign &= dst_mask;
1328 return masks;
1331 static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
1332 const char *src, const char *one, const char *two,
1333 struct color_fixup_desc fixup, struct color_fixup_masks masks)
1335 const char *sign_fixup_src = dst;
1337 if (masks.source)
1339 if (masks.sign)
1340 sign_fixup_src = "TA";
1342 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
1343 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1344 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1346 else if (masks.sign)
1348 sign_fixup_src = src;
1351 if (masks.sign)
1353 char reg_mask[6];
1354 char *ptr = reg_mask;
1356 if (masks.sign != WINED3DSP_WRITEMASK_ALL)
1358 *ptr++ = '.';
1359 if (masks.sign & WINED3DSP_WRITEMASK_0)
1360 *ptr++ = 'x';
1361 if (masks.sign & WINED3DSP_WRITEMASK_1)
1362 *ptr++ = 'y';
1363 if (masks.sign & WINED3DSP_WRITEMASK_2)
1364 *ptr++ = 'z';
1365 if (masks.sign & WINED3DSP_WRITEMASK_3)
1366 *ptr++ = 'w';
1368 *ptr = '\0';
1370 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
1374 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1376 DWORD mod;
1377 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1378 if (!ins->dst_count) return "";
1380 mod = ins->dst[0].modifiers;
1382 /* Silently ignore PARTIALPRECISION if it's not supported */
1383 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1385 if(mod & WINED3DSPDM_MSAMPCENTROID)
1387 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1388 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1391 switch(mod)
1393 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1394 return "H_SAT";
1396 case WINED3DSPDM_SATURATE:
1397 return "_SAT";
1399 case WINED3DSPDM_PARTIALPRECISION:
1400 return "H";
1402 case 0:
1403 return "";
1405 default:
1406 FIXME("Unknown modifiers 0x%08x\n", mod);
1407 return "";
1411 #define TEX_PROJ 0x1
1412 #define TEX_BIAS 0x2
1413 #define TEX_LOD 0x4
1414 #define TEX_DERIV 0x10
1416 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1417 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1419 enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1420 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1421 const char *tex_type;
1422 BOOL np2_fixup = FALSE;
1423 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1424 const char *mod;
1425 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1426 const struct wined3d_shader *shader;
1427 const struct wined3d_device *device;
1428 const struct wined3d_gl_info *gl_info;
1429 const char *tex_dst = dst_str;
1430 struct color_fixup_masks masks;
1432 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1433 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1435 switch (resource_type)
1437 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1438 tex_type = "1D";
1439 break;
1441 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1442 shader = ins->ctx->shader;
1443 device = shader->device;
1444 gl_info = &device->adapter->gl_info;
1446 if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
1447 && gl_info->supported[ARB_TEXTURE_RECTANGLE])
1448 tex_type = "RECT";
1449 else
1450 tex_type = "2D";
1451 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1453 if (priv->cur_np2fixup_info->super.active & (1u << sampler_idx))
1455 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1456 else np2_fixup = TRUE;
1459 break;
1461 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1462 tex_type = "3D";
1463 break;
1465 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1466 tex_type = "CUBE";
1467 break;
1469 default:
1470 ERR("Unexpected resource type %#x.\n", resource_type);
1471 tex_type = "";
1474 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1475 * so don't use shader_arb_get_modifier
1477 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1478 else mod = "";
1480 /* Fragment samplers always have indentity mapping */
1481 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1483 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1486 if (pshader)
1488 masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
1489 ins->dst[0].write_mask);
1491 if (masks.source || masks.sign)
1492 tex_dst = "TA";
1495 if (flags & TEX_DERIV)
1497 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1498 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1499 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1500 dsx, dsy, sampler_idx, tex_type);
1502 else if(flags & TEX_LOD)
1504 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1505 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1506 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1507 sampler_idx, tex_type);
1509 else if (flags & TEX_BIAS)
1511 /* Shouldn't be possible, but let's check for it */
1512 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1513 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1514 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1516 else if (flags & TEX_PROJ)
1518 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1520 else
1522 if (np2_fixup)
1524 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1525 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1526 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1528 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
1530 else
1531 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1534 if (pshader)
1536 gen_color_correction(buffer, dst_str, tex_dst,
1537 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1538 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1539 priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
1543 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1544 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1546 /* Generate a line that does the input modifier computation and return the input register to use */
1547 BOOL is_color = FALSE, insert_line;
1548 char regstr[256];
1549 char swzstr[20];
1550 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1551 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1552 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1553 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1555 /* Assume a new line will be added */
1556 insert_line = TRUE;
1558 /* Get register name */
1559 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1560 shader_arb_get_swizzle(src, is_color, swzstr);
1562 switch (src->modifiers)
1564 case WINED3DSPSM_NONE:
1565 sprintf(outregstr, "%s%s", regstr, swzstr);
1566 insert_line = FALSE;
1567 break;
1568 case WINED3DSPSM_NEG:
1569 sprintf(outregstr, "-%s%s", regstr, swzstr);
1570 insert_line = FALSE;
1571 break;
1572 case WINED3DSPSM_BIAS:
1573 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1574 break;
1575 case WINED3DSPSM_BIASNEG:
1576 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1577 break;
1578 case WINED3DSPSM_SIGN:
1579 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1580 break;
1581 case WINED3DSPSM_SIGNNEG:
1582 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1583 break;
1584 case WINED3DSPSM_COMP:
1585 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1586 break;
1587 case WINED3DSPSM_X2:
1588 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1589 break;
1590 case WINED3DSPSM_X2NEG:
1591 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1592 break;
1593 case WINED3DSPSM_DZ:
1594 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1595 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1596 break;
1597 case WINED3DSPSM_DW:
1598 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1599 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1600 break;
1601 case WINED3DSPSM_ABS:
1602 if(ctx->target_version >= NV2) {
1603 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1604 insert_line = FALSE;
1605 } else {
1606 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1608 break;
1609 case WINED3DSPSM_ABSNEG:
1610 if(ctx->target_version >= NV2) {
1611 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1612 } else {
1613 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1614 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1616 insert_line = FALSE;
1617 break;
1618 default:
1619 sprintf(outregstr, "%s%s", regstr, swzstr);
1620 insert_line = FALSE;
1623 /* Return modified or original register, with swizzle */
1624 if (insert_line)
1625 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1628 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1630 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1631 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1632 DWORD sampler_code = dst->reg.idx[0].offset;
1633 char dst_name[50];
1634 char src_name[2][50];
1636 shader_arb_get_dst_param(ins, dst, dst_name);
1638 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1640 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1641 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1642 * temps is done.
1644 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1645 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1646 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1647 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1648 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1650 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1651 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1654 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1656 *extra_char = ' ';
1657 switch(mod)
1659 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1660 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1661 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1662 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1663 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1664 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1665 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1666 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1667 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1668 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1669 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1670 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1671 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1673 FIXME("Unknown modifier %u\n", mod);
1674 return mod;
1677 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1679 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1680 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1681 char dst_name[50];
1682 char src_name[3][50];
1683 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1684 ins->ctx->reg_maps->shader_version.minor);
1686 shader_arb_get_dst_param(ins, dst, dst_name);
1687 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1689 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1690 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1692 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1694 else
1696 struct wined3d_shader_src_param src0_copy = ins->src[0];
1697 char extra_neg;
1699 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1700 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1702 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1703 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1704 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1705 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1706 dst_name, src_name[1], src_name[2]);
1710 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1712 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1713 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1714 char dst_name[50];
1715 char src_name[3][50];
1717 shader_arb_get_dst_param(ins, dst, dst_name);
1719 /* Generate input register names (with modifiers) */
1720 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1721 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1722 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1724 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1725 dst_name, src_name[0], src_name[2], src_name[1]);
1728 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1729 * dst = dot2(src0, src1) + src2 */
1730 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1732 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1733 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1734 char dst_name[50];
1735 char src_name[3][50];
1736 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1738 shader_arb_get_dst_param(ins, dst, dst_name);
1739 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1740 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1742 if(ctx->target_version >= NV3)
1744 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1745 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1746 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1747 dst_name, src_name[0], src_name[1], src_name[2]);
1749 else if(ctx->target_version >= NV2)
1751 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1752 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1753 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1754 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1756 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1758 * .xyxy and other swizzles that we could get with this are not valid in
1759 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1761 struct wined3d_shader_src_param tmp_param = ins->src[1];
1762 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1763 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1765 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1767 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1768 dst_name, src_name[2], src_name[0], src_name[1]);
1770 else
1772 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1773 /* 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]
1774 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1776 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1777 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1778 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1779 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1783 /* Map the opcode 1-to-1 to the GL code */
1784 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1786 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1787 const char *instruction;
1788 char arguments[256], dst_str[50];
1789 unsigned int i;
1790 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1792 switch (ins->handler_idx)
1794 case WINED3DSIH_ABS: instruction = "ABS"; break;
1795 case WINED3DSIH_ADD: instruction = "ADD"; break;
1796 case WINED3DSIH_CRS: instruction = "XPD"; break;
1797 case WINED3DSIH_DP3: instruction = "DP3"; break;
1798 case WINED3DSIH_DP4: instruction = "DP4"; break;
1799 case WINED3DSIH_DST: instruction = "DST"; break;
1800 case WINED3DSIH_FRC: instruction = "FRC"; break;
1801 case WINED3DSIH_LIT: instruction = "LIT"; break;
1802 case WINED3DSIH_LRP: instruction = "LRP"; break;
1803 case WINED3DSIH_MAD: instruction = "MAD"; break;
1804 case WINED3DSIH_MAX: instruction = "MAX"; break;
1805 case WINED3DSIH_MIN: instruction = "MIN"; break;
1806 case WINED3DSIH_MOV: instruction = "MOV"; break;
1807 case WINED3DSIH_MUL: instruction = "MUL"; break;
1808 case WINED3DSIH_SGE: instruction = "SGE"; break;
1809 case WINED3DSIH_SLT: instruction = "SLT"; break;
1810 case WINED3DSIH_SUB: instruction = "SUB"; break;
1811 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1812 case WINED3DSIH_DSX: instruction = "DDX"; break;
1813 default: instruction = "";
1814 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
1815 break;
1818 /* Note that shader_arb_add_dst_param() adds spaces. */
1819 arguments[0] = '\0';
1820 shader_arb_get_dst_param(ins, dst, dst_str);
1821 for (i = 0; i < ins->src_count; ++i)
1823 char operand[100];
1824 strcat(arguments, ", ");
1825 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1826 strcat(arguments, operand);
1828 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1831 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1833 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1835 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1838 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1840 const struct wined3d_shader *shader = ins->ctx->shader;
1841 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1842 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1843 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1844 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1845 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1846 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1848 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1849 char src0_param[256];
1851 if (ins->handler_idx == WINED3DSIH_MOVA)
1853 const struct arb_vshader_private *shader_data = shader->backend_data;
1854 char write_mask[6];
1855 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1857 if(ctx->target_version >= NV2) {
1858 shader_hw_map2gl(ins);
1859 return;
1861 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1862 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1864 /* This implements the mova formula used in GLSL. The first two instructions
1865 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1866 * in this case:
1867 * mova A0.x, 0.0
1869 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1871 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1872 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1874 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1875 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1877 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1878 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1879 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1880 if (shader_data->rel_offset)
1882 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1884 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1886 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1888 else if (reg_maps->shader_version.major == 1
1889 && !shader_is_pshader_version(reg_maps->shader_version.type)
1890 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1892 const struct arb_vshader_private *shader_data = shader->backend_data;
1893 src0_param[0] = '\0';
1895 if (shader_data->rel_offset && ctx->target_version == ARB)
1897 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1898 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1899 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1900 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1902 else
1904 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1905 * with more than one component. Thus replicate the first source argument over all
1906 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1907 struct wined3d_shader_src_param tmp_src = ins->src[0];
1908 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1909 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1910 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1913 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1915 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1917 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1918 return;
1920 shader_hw_map2gl(ins);
1922 else
1924 shader_hw_map2gl(ins);
1928 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1930 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1931 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1932 char reg_dest[40];
1934 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1935 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1937 shader_arb_get_dst_param(ins, dst, reg_dest);
1939 if (ins->ctx->reg_maps->shader_version.major >= 2)
1941 const char *kilsrc = "TA";
1942 BOOL is_color;
1944 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1945 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1947 kilsrc = reg_dest;
1949 else
1951 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1952 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1953 * masked out components to 0(won't kill)
1955 char x = '0', y = '0', z = '0', w = '0';
1956 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1957 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1958 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1959 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1960 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1962 shader_addline(buffer, "KIL %s;\n", kilsrc);
1964 else
1966 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1967 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1969 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1970 * or pass in any temporary register(in shader phase 2)
1972 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1973 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1974 else
1975 shader_arb_get_dst_param(ins, dst, reg_dest);
1976 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1977 shader_addline(buffer, "KIL TA;\n");
1981 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1983 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1984 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1985 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1986 ins->ctx->reg_maps->shader_version.minor);
1987 struct wined3d_shader_src_param src;
1989 char reg_dest[40];
1990 char reg_coord[40];
1991 DWORD reg_sampler_code;
1992 WORD myflags = 0;
1993 BOOL swizzle_coord = FALSE;
1995 /* All versions have a destination register */
1996 shader_arb_get_dst_param(ins, dst, reg_dest);
1998 /* 1.0-1.4: Use destination register number as texture code.
1999 2.0+: Use provided sampler number as texture code. */
2000 if (shader_version < WINED3D_SHADER_VERSION(2,0))
2001 reg_sampler_code = dst->reg.idx[0].offset;
2002 else
2003 reg_sampler_code = ins->src[1].reg.idx[0].offset;
2005 /* 1.0-1.3: Use the texcoord varying.
2006 1.4+: Use provided coordinate source register. */
2007 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2008 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
2009 else {
2010 /* TEX is the only instruction that can handle DW and DZ natively */
2011 src = ins->src[0];
2012 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
2013 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
2014 shader_arb_get_src_param(ins, &src, 0, reg_coord);
2017 /* projection flag:
2018 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2019 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2020 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2022 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2024 DWORD flags = 0;
2025 if (reg_sampler_code < MAX_TEXTURES)
2026 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2027 if (flags & WINED3D_PSARGS_PROJECTED)
2029 myflags |= TEX_PROJ;
2030 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
2031 swizzle_coord = TRUE;
2034 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2036 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2037 if (src_mod == WINED3DSPSM_DZ)
2039 swizzle_coord = TRUE;
2040 myflags |= TEX_PROJ;
2041 } else if(src_mod == WINED3DSPSM_DW) {
2042 myflags |= TEX_PROJ;
2044 } else {
2045 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2046 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2049 if (swizzle_coord)
2051 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2052 * reg_coord is a read-only varying register, so we need a temp reg */
2053 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2054 strcpy(reg_coord, "TA");
2057 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2060 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2062 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2063 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2064 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2065 ins->ctx->reg_maps->shader_version.minor);
2066 char dst_str[50];
2068 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2070 DWORD reg = dst->reg.idx[0].offset;
2072 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2073 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2074 } else {
2075 char reg_src[40];
2077 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2078 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2079 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2083 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2085 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2086 DWORD flags = 0;
2088 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2089 char dst_str[50];
2090 char src_str[50];
2092 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2093 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2094 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2095 /* Move .x first in case src_str is "TA" */
2096 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2097 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2098 if (reg1 < MAX_TEXTURES)
2100 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2101 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2103 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2106 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2108 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2110 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2111 char dst_str[50];
2112 char src_str[50];
2114 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2115 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2116 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2117 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2118 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2119 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2122 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2124 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2125 char dst_str[50];
2126 char src_str[50];
2128 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2129 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2130 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2131 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2134 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2136 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2137 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2138 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2139 char reg_coord[40], dst_reg[50], src_reg[50];
2140 DWORD reg_dest_code;
2142 /* All versions have a destination register. The Tx where the texture coordinates come
2143 * from is the varying incarnation of the texture register
2145 reg_dest_code = dst->reg.idx[0].offset;
2146 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2147 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2148 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2150 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2151 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2153 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2154 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2156 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2157 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2158 * extension.
2160 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2161 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2162 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2163 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2165 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2166 * so we can't let the GL handle this.
2168 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2169 & WINED3D_PSARGS_PROJECTED)
2171 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2172 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2173 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2174 } else {
2175 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2178 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2180 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2182 /* No src swizzles are allowed, so this is ok */
2183 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2184 src_reg, reg_dest_code, reg_dest_code);
2185 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2189 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2191 DWORD reg = ins->dst[0].reg.idx[0].offset;
2192 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2193 char src0_name[50], dst_name[50];
2194 BOOL is_color;
2195 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2197 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2198 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2199 * T<reg+1> register. Use this register to store the calculated vector
2201 tmp_reg.idx[0].offset = reg + 1;
2202 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2203 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2206 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2208 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2209 DWORD flags;
2210 DWORD reg = ins->dst[0].reg.idx[0].offset;
2211 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2212 char dst_str[50];
2213 char src0_name[50];
2214 char dst_reg[50];
2215 BOOL is_color;
2217 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2218 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2220 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2221 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2222 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2223 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2224 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2227 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2229 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2230 DWORD reg = ins->dst[0].reg.idx[0].offset;
2231 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2232 char src0_name[50], dst_name[50];
2233 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2234 BOOL is_color;
2236 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2237 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2238 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2240 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2241 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2243 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2244 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2245 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2246 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2249 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2251 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2252 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2253 DWORD flags;
2254 DWORD reg = ins->dst[0].reg.idx[0].offset;
2255 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2256 char dst_str[50];
2257 char src0_name[50], dst_name[50];
2258 BOOL is_color;
2260 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2261 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2262 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2264 /* Sample the texture using the calculated coordinates */
2265 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2266 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2267 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2268 tex_mx->current_row = 0;
2271 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2273 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2274 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2275 DWORD flags;
2276 DWORD reg = ins->dst[0].reg.idx[0].offset;
2277 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2278 char dst_str[50];
2279 char src0_name[50];
2280 char dst_reg[50];
2281 BOOL is_color;
2283 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2284 * components for temporary data storage
2286 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2287 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2288 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2290 /* Construct the eye-ray vector from w coordinates */
2291 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2292 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2293 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2295 /* Calculate reflection vector
2297 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2298 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2299 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2300 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2301 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2302 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2303 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2305 /* Sample the texture using the calculated coordinates */
2306 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2307 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2308 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2309 tex_mx->current_row = 0;
2312 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2314 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2315 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2316 DWORD flags;
2317 DWORD reg = ins->dst[0].reg.idx[0].offset;
2318 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2319 char dst_str[50];
2320 char src0_name[50];
2321 char src1_name[50];
2322 char dst_reg[50];
2323 BOOL is_color;
2325 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2326 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2327 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2328 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2329 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2331 /* Calculate reflection vector.
2333 * dot(N, E)
2334 * dst_reg.xyz = 2 * --------- * N - E
2335 * dot(N, N)
2337 * Which normalizes the normal vector
2339 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2340 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2341 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2342 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2343 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2344 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2346 /* Sample the texture using the calculated coordinates */
2347 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2348 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2349 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2350 tex_mx->current_row = 0;
2353 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2355 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2356 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2357 char dst_name[50];
2358 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2359 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2361 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2362 * which is essentially an input, is the destination register because it is the first
2363 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2364 * here(writemasks/swizzles are not valid on texdepth)
2366 shader_arb_get_dst_param(ins, dst, dst_name);
2368 /* According to the msdn, the source register(must be r5) is unusable after
2369 * the texdepth instruction, so we're free to modify it
2371 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2373 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2374 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2375 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2377 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2378 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2379 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2380 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2383 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2384 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2385 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2386 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2388 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2389 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2390 char src0[50];
2391 char dst_str[50];
2393 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2394 shader_addline(buffer, "MOV TB, 0.0;\n");
2395 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2397 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2398 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2401 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2402 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2403 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2405 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2406 char src0[50];
2407 char dst_str[50];
2408 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2410 /* Handle output register */
2411 shader_arb_get_dst_param(ins, dst, dst_str);
2412 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2413 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2416 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2417 * Perform the 3rd row of a 3x3 matrix multiply */
2418 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2420 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2421 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2422 char dst_str[50], dst_name[50];
2423 char src0[50];
2424 BOOL is_color;
2426 shader_arb_get_dst_param(ins, dst, dst_str);
2427 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2428 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2429 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2430 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2433 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2434 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2435 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2436 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2438 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2440 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2441 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2442 char src0[50], dst_name[50];
2443 BOOL is_color;
2444 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2445 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2447 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2448 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2449 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2451 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2452 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2453 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2455 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2456 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2457 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2458 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2461 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2462 Vertex/Pixel shaders to ARB_vertex_program codes */
2463 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2465 int i;
2466 int nComponents = 0;
2467 struct wined3d_shader_dst_param tmp_dst = {{0}};
2468 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2469 struct wined3d_shader_instruction tmp_ins;
2471 memset(&tmp_ins, 0, sizeof(tmp_ins));
2473 /* Set constants for the temporary argument */
2474 tmp_ins.ctx = ins->ctx;
2475 tmp_ins.dst_count = 1;
2476 tmp_ins.dst = &tmp_dst;
2477 tmp_ins.src_count = 2;
2478 tmp_ins.src = tmp_src;
2480 switch(ins->handler_idx)
2482 case WINED3DSIH_M4x4:
2483 nComponents = 4;
2484 tmp_ins.handler_idx = WINED3DSIH_DP4;
2485 break;
2486 case WINED3DSIH_M4x3:
2487 nComponents = 3;
2488 tmp_ins.handler_idx = WINED3DSIH_DP4;
2489 break;
2490 case WINED3DSIH_M3x4:
2491 nComponents = 4;
2492 tmp_ins.handler_idx = WINED3DSIH_DP3;
2493 break;
2494 case WINED3DSIH_M3x3:
2495 nComponents = 3;
2496 tmp_ins.handler_idx = WINED3DSIH_DP3;
2497 break;
2498 case WINED3DSIH_M3x2:
2499 nComponents = 2;
2500 tmp_ins.handler_idx = WINED3DSIH_DP3;
2501 break;
2502 default:
2503 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2504 break;
2507 tmp_dst = ins->dst[0];
2508 tmp_src[0] = ins->src[0];
2509 tmp_src[1] = ins->src[1];
2510 for (i = 0; i < nComponents; ++i)
2512 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2513 shader_hw_map2gl(&tmp_ins);
2514 ++tmp_src[1].reg.idx[0].offset;
2518 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2520 *need_abs = FALSE;
2522 switch(mod)
2524 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2525 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2526 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2527 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2528 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2529 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2530 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2531 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2532 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2533 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2534 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2535 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2536 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2538 FIXME("Unknown modifier %u\n", mod);
2539 return mod;
2542 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2544 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2545 const char *instruction;
2546 struct wined3d_shader_src_param src0_copy = ins->src[0];
2547 BOOL need_abs = FALSE;
2549 char dst[50];
2550 char src[50];
2552 switch(ins->handler_idx)
2554 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2555 case WINED3DSIH_RCP: instruction = "RCP"; break;
2556 case WINED3DSIH_EXPP:
2557 if (ins->ctx->reg_maps->shader_version.major < 2)
2559 instruction = "EXP";
2560 break;
2562 /* Drop through. */
2563 case WINED3DSIH_EXP:
2564 instruction = "EX2";
2565 break;
2566 case WINED3DSIH_LOG:
2567 case WINED3DSIH_LOGP:
2568 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2569 * instruction, but notice that the output of those instructions is
2570 * different. */
2571 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2572 instruction = "LG2";
2573 break;
2574 default: instruction = "";
2575 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2576 break;
2579 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2580 * .w is used. */
2581 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2583 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2584 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2586 if(need_abs)
2588 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2589 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2591 else
2593 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2598 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2600 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2601 char dst_name[50];
2602 char src_name[50];
2603 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2604 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2605 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2607 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2608 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2610 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2611 * otherwise NRM or RSQ would return NaN */
2612 if(pshader && priv->target_version >= NV3)
2614 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2616 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2618 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2619 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2620 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2622 else if(priv->target_version >= NV2)
2624 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2625 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2626 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2627 src_name);
2629 else
2631 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2633 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2634 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2635 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2637 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2638 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2640 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2641 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2642 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2643 src_name);
2647 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2649 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2650 char dst_name[50];
2651 char src_name[3][50];
2653 /* ARB_fragment_program has a convenient LRP instruction */
2654 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2655 shader_hw_map2gl(ins);
2656 return;
2659 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2660 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2661 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2662 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2664 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2665 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2666 dst_name, src_name[0], src_name[2]);
2669 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2671 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2672 * must contain fixed constants. So we need a separate function to filter those constants and
2673 * can't use map2gl
2675 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2676 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2677 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2678 char dst_name[50];
2679 char src_name0[50], src_name1[50], src_name2[50];
2680 BOOL is_color;
2682 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2683 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2684 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2685 /* No modifiers are supported on SCS */
2686 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2688 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2690 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2691 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2693 } else if(priv->target_version >= NV2) {
2694 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2696 /* Sincos writemask must be .x, .y or .xy */
2697 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2698 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2699 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2700 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2701 } else {
2702 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2703 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2705 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2706 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2708 * The constants we get are:
2710 * +1 +1, -1 -1 +1 +1 -1 -1
2711 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2712 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2714 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2716 * (x/2)^2 = x^2 / 4
2717 * (x/2)^3 = x^3 / 8
2718 * (x/2)^4 = x^4 / 16
2719 * (x/2)^5 = x^5 / 32
2720 * etc
2722 * To get the final result:
2723 * sin(x) = 2 * sin(x/2) * cos(x/2)
2724 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2725 * (from sin(x+y) and cos(x+y) rules)
2727 * As per MSDN, dst.z is undefined after the operation, and so is
2728 * dst.x and dst.y if they're masked out by the writemask. Ie
2729 * sincos dst.y, src1, c0, c1
2730 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2731 * vsa.exe also stops with an error if the dest register is the same register as the source
2732 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2733 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2735 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2736 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2737 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2739 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2740 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2741 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2742 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2743 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2744 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2746 /* sin(x/2)
2748 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2749 * properly merge that with MULs in the code above?
2750 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2751 * we can merge the sine and cosine MAD rows to calculate them together.
2753 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2754 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2755 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2756 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2758 /* cos(x/2) */
2759 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2760 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2761 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2763 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2764 /* cos x */
2765 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2766 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2768 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2769 /* sin x */
2770 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2771 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2776 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2778 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2779 char dst_name[50];
2780 char src_name[50];
2781 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2783 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2784 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2786 /* SGN is only valid in vertex shaders */
2787 if(ctx->target_version >= NV2) {
2788 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2789 return;
2792 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2793 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2795 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2796 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2797 } else {
2798 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2799 * Then use TA, and calculate the final result
2801 * Not reading from TA? Store the first result in TA to avoid overwriting the
2802 * destination if src reg = dst reg
2804 if(strstr(src_name, "TA"))
2806 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2807 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2808 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2810 else
2812 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2813 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2814 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2819 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2821 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2822 char src[50];
2823 char dst[50];
2824 char dst_name[50];
2825 BOOL is_color;
2827 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2828 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2829 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2831 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2832 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2835 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2837 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2838 char src0[50], src1[50], dst[50];
2839 struct wined3d_shader_src_param src0_copy = ins->src[0];
2840 BOOL need_abs = FALSE;
2841 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2842 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2844 /* POW operates on the absolute value of the input */
2845 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2847 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2848 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2849 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2851 if (need_abs)
2852 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2853 else
2854 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2856 if (priv->target_version >= NV2)
2858 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2859 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2860 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2862 else
2864 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2865 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2867 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2868 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2869 /* Possibly add flt_eps to avoid getting float special values */
2870 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2871 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2872 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2873 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2877 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2879 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2880 char src_name[50];
2881 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2883 /* src0 is aL */
2884 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2886 if(vshader)
2888 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2889 struct list *e = list_head(&priv->control_frames);
2890 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2892 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2893 /* The constant loader makes sure to load -1 into iX.w */
2894 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2895 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2896 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2898 else
2900 shader_addline(buffer, "LOOP %s;\n", src_name);
2904 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2906 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2907 char src_name[50];
2908 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2910 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2912 /* The constant loader makes sure to load -1 into iX.w */
2913 if(vshader)
2915 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2916 struct list *e = list_head(&priv->control_frames);
2917 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2919 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2921 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2922 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2923 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2925 else
2927 shader_addline(buffer, "REP %s;\n", src_name);
2931 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2933 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2934 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2936 if(vshader)
2938 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2939 struct list *e = list_head(&priv->control_frames);
2940 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2942 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2943 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2944 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2946 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2948 else
2950 shader_addline(buffer, "ENDLOOP;\n");
2954 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2956 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2957 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2959 if(vshader)
2961 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2962 struct list *e = list_head(&priv->control_frames);
2963 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2965 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2966 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2967 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2969 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2971 else
2973 shader_addline(buffer, "ENDREP;\n");
2977 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2979 struct control_frame *control_frame;
2981 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2983 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2985 ERR("Could not find loop for break\n");
2986 return NULL;
2989 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2991 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2992 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2993 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2995 if(vshader)
2997 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2999 else
3001 shader_addline(buffer, "BRK;\n");
3005 static const char *get_compare(enum wined3d_shader_rel_op op)
3007 switch (op)
3009 case WINED3D_SHADER_REL_OP_GT: return "GT";
3010 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
3011 case WINED3D_SHADER_REL_OP_GE: return "GE";
3012 case WINED3D_SHADER_REL_OP_LT: return "LT";
3013 case WINED3D_SHADER_REL_OP_NE: return "NE";
3014 case WINED3D_SHADER_REL_OP_LE: return "LE";
3015 default:
3016 FIXME("Unrecognized operator %#x.\n", op);
3017 return "(\?\?)";
3021 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3023 switch (op)
3025 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3026 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3027 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3028 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3029 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3030 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3031 default:
3032 FIXME("Unrecognized operator %#x.\n", op);
3033 return -1;
3037 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3039 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3040 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3041 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3042 char src_name0[50];
3043 char src_name1[50];
3044 const char *comp = get_compare(ins->flags);
3046 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3047 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3049 if(vshader)
3051 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3052 * away the subtraction result
3054 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3055 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3057 else
3059 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3060 shader_addline(buffer, "BRK (%s.x);\n", comp);
3064 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3066 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3067 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3068 struct list *e = list_head(&priv->control_frames);
3069 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3070 const char *comp;
3071 char src_name0[50];
3072 char src_name1[50];
3073 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3075 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3076 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3078 if(vshader)
3080 /* Invert the flag. We jump to the else label if the condition is NOT true */
3081 comp = get_compare(invert_compare(ins->flags));
3082 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3083 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3085 else
3087 comp = get_compare(ins->flags);
3088 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3089 shader_addline(buffer, "IF %s.x;\n", comp);
3093 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3095 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3096 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3097 struct list *e = list_head(&priv->control_frames);
3098 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3099 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3101 if(vshader)
3103 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3104 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3105 control_frame->had_else = TRUE;
3107 else
3109 shader_addline(buffer, "ELSE;\n");
3113 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3115 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3116 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3117 struct list *e = list_head(&priv->control_frames);
3118 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3119 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3121 if(vshader)
3123 if(control_frame->had_else)
3125 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3127 else
3129 shader_addline(buffer, "#No else branch. else is endif\n");
3130 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3133 else
3135 shader_addline(buffer, "ENDIF;\n");
3139 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3141 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3142 char reg_dest[40];
3143 char reg_src[3][40];
3144 WORD flags = TEX_DERIV;
3146 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3147 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3148 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3149 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3151 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3152 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3154 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3157 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3159 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3160 char reg_dest[40];
3161 char reg_coord[40];
3162 WORD flags = TEX_LOD;
3164 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3165 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3167 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3168 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3170 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3173 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3175 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3176 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3178 priv->in_main_func = FALSE;
3179 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3180 * subroutine, don't generate a label that will make GL complain
3182 if(priv->target_version == ARB) return;
3184 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3187 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3188 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3189 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3190 struct wined3d_string_buffer *buffer)
3192 unsigned int i;
3194 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3195 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3196 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3197 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3199 if (args->super.fog_src == VS_FOG_Z)
3201 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3203 else
3205 if (!reg_maps->fog)
3207 /* posFixup.x is always 1.0, so we can safely use it */
3208 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3210 else
3212 /* Clamp fogcoord */
3213 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3214 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3216 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3217 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3221 /* Clipplanes are always stored without y inversion */
3222 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3224 if (args->super.clip_enabled)
3226 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3228 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3232 else if (args->clip.boolclip.clip_texcoord)
3234 static const char component[4] = {'x', 'y', 'z', 'w'};
3235 unsigned int cur_clip = 0;
3236 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3238 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3240 if (args->clip.boolclip.clipplane_mask & (1u << i))
3242 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3243 component[cur_clip++], i);
3246 switch (cur_clip)
3248 case 0:
3249 shader_addline(buffer, "MOV TA, %s;\n", zero);
3250 break;
3251 case 1:
3252 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3253 break;
3254 case 2:
3255 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3256 break;
3257 case 3:
3258 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3259 break;
3261 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3262 args->clip.boolclip.clip_texcoord - 1);
3265 /* Write the final position.
3267 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3268 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3269 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3270 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3272 if (!gl_info->supported[ARB_CLIP_CONTROL])
3274 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3275 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3276 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3278 /* Z coord [0;1]->[-1;1] mapping, see comment in
3279 * get_projection_matrix() in utils.c. */
3280 if (need_helper_const(shader_data, reg_maps, gl_info))
3282 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3283 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3285 else
3287 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3288 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3292 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3294 priv_ctx->footer_written = TRUE;
3297 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3299 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3300 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3301 const struct wined3d_shader *shader = ins->ctx->shader;
3302 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3304 if(priv->target_version == ARB) return;
3306 if(vshader)
3308 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3309 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3312 shader_addline(buffer, "RET;\n");
3315 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3317 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3318 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3321 static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3323 const char *ptr, *line;
3324 GLint native, pos;
3326 if (TRACE_ON(d3d_shader))
3328 ptr = src;
3329 while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3332 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3333 checkGLcall("glProgramStringARB()");
3335 if (FIXME_ON(d3d_shader))
3337 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3338 if (pos != -1)
3340 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3341 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3342 ptr = src;
3343 while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3344 FIXME_(d3d_shader)("\n");
3346 return FALSE;
3350 if (WARN_ON(d3d_perf))
3352 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3353 checkGLcall("glGetProgramivARB()");
3354 if (!native)
3355 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3358 return TRUE;
3361 /* Context activation is done by the caller. */
3362 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3364 GLuint program_id = 0;
3366 static const char blt_vprogram[] =
3367 "!!ARBvp1.0\n"
3368 "PARAM c[1] = { { 1, 0.5 } };\n"
3369 "MOV result.position, vertex.position;\n"
3370 "MOV result.color, c[0].x;\n"
3371 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3372 "END\n";
3374 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3375 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3376 shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, blt_vprogram);
3378 return program_id;
3381 /* Context activation is done by the caller. */
3382 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3383 enum wined3d_gl_resource_type tex_type, BOOL masked)
3385 GLuint program_id = 0;
3386 const char *fprogram;
3388 static const char * const blt_fprograms_full[WINED3D_GL_RES_TYPE_COUNT] =
3390 /* WINED3D_GL_RES_TYPE_TEX_1D */
3391 NULL,
3392 /* WINED3D_GL_RES_TYPE_TEX_2D */
3393 "!!ARBfp1.0\n"
3394 "TEMP R0;\n"
3395 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3396 "MOV result.depth.z, R0.x;\n"
3397 "END\n",
3398 /* WINED3D_GL_RES_TYPE_TEX_3D */
3399 NULL,
3400 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
3401 "!!ARBfp1.0\n"
3402 "TEMP R0;\n"
3403 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3404 "MOV result.depth.z, R0.x;\n"
3405 "END\n",
3406 /* WINED3D_GL_RES_TYPE_TEX_RECT */
3407 "!!ARBfp1.0\n"
3408 "TEMP R0;\n"
3409 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3410 "MOV result.depth.z, R0.x;\n"
3411 "END\n",
3412 /* WINED3D_GL_RES_TYPE_BUFFER */
3413 NULL,
3414 /* WINED3D_GL_RES_TYPE_RB */
3415 NULL,
3418 static const char * const blt_fprograms_masked[WINED3D_GL_RES_TYPE_COUNT] =
3420 /* WINED3D_GL_RES_TYPE_TEX_1D */
3421 NULL,
3422 /* WINED3D_GL_RES_TYPE_TEX_2D */
3423 "!!ARBfp1.0\n"
3424 "PARAM mask = program.local[0];\n"
3425 "TEMP R0;\n"
3426 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3427 "MUL R0.x, R0.x, R0.y;\n"
3428 "KIL -R0.x;\n"
3429 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3430 "MOV result.depth.z, R0.x;\n"
3431 "END\n",
3432 /* WINED3D_GL_RES_TYPE_TEX_3D */
3433 NULL,
3434 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
3435 "!!ARBfp1.0\n"
3436 "PARAM mask = program.local[0];\n"
3437 "TEMP R0;\n"
3438 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3439 "MUL R0.x, R0.x, R0.y;\n"
3440 "KIL -R0.x;\n"
3441 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3442 "MOV result.depth.z, R0.x;\n"
3443 "END\n",
3444 /* WINED3D_GL_RES_TYPE_TEX_RECT */
3445 "!!ARBfp1.0\n"
3446 "PARAM mask = program.local[0];\n"
3447 "TEMP R0;\n"
3448 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3449 "MUL R0.x, R0.x, R0.y;\n"
3450 "KIL -R0.x;\n"
3451 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3452 "MOV result.depth.z, R0.x;\n"
3453 "END\n",
3454 /* WINED3D_GL_RES_TYPE_BUFFER */
3455 NULL,
3456 /* WINED3D_GL_RES_TYPE_RB */
3457 NULL,
3460 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3461 if (!fprogram)
3463 FIXME("tex_type %#x not supported, falling back to 2D\n", tex_type);
3464 tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
3465 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3468 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3469 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3470 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, fprogram);
3472 return program_id;
3475 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3476 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3478 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3480 if(condcode)
3482 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3483 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3484 /* Calculate the > 0.0031308 case */
3485 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3486 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3487 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3488 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3489 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3490 /* Calculate the < case */
3491 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3493 else
3495 /* Calculate the > 0.0031308 case */
3496 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3497 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3498 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3499 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3500 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3501 /* Calculate the < case */
3502 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3503 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3504 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3505 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3506 /* Store the components > 0.0031308 in the destination */
3507 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3508 /* Add the components that are < 0.0031308 */
3509 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3510 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3511 * result.color writes(.rgb first, then .a), or handle overwriting already written
3512 * components. The assembler uses a temporary register in this case, which is usually
3513 * not allocated from one of our registers that were used earlier.
3516 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3519 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3521 const struct wined3d_shader_lconst *constant;
3523 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3525 if (constant->idx == idx)
3527 return constant->value;
3530 return NULL;
3533 static void init_ps_input(const struct wined3d_shader *shader,
3534 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3536 static const char * const texcoords[8] =
3538 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3539 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3541 unsigned int i;
3542 const struct wined3d_shader_signature_element *input;
3543 const char *semantic_name;
3544 DWORD semantic_idx;
3546 switch(args->super.vp_mode)
3548 case pretransformed:
3549 case fixedfunction:
3550 /* The pixelshader has to collect the varyings on its own. In any case properly load
3551 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3552 * other attribs to 0.0.
3554 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3555 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3556 * load the texcoord attrib pointers to match the pixel shader signature
3558 for (i = 0; i < shader->input_signature.element_count; ++i)
3560 input = &shader->input_signature.elements[i];
3561 if (!(semantic_name = input->semantic_name))
3562 continue;
3563 semantic_idx = input->semantic_idx;
3565 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3567 if (!semantic_idx)
3568 priv->ps_input[input->register_idx] = "fragment.color.primary";
3569 else if (semantic_idx == 1)
3570 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3571 else
3572 priv->ps_input[input->register_idx] = "0.0";
3574 else if (args->super.vp_mode == fixedfunction)
3576 priv->ps_input[input->register_idx] = "0.0";
3578 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3580 if (semantic_idx < 8)
3581 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3582 else
3583 priv->ps_input[input->register_idx] = "0.0";
3585 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3587 if (!semantic_idx)
3588 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3589 else
3590 priv->ps_input[input->register_idx] = "0.0";
3592 else
3594 priv->ps_input[input->register_idx] = "0.0";
3597 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3598 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3600 break;
3602 case vertexshader:
3603 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3604 * fragment.color
3606 for(i = 0; i < 8; i++)
3608 priv->ps_input[i] = texcoords[i];
3610 priv->ps_input[8] = "fragment.color.primary";
3611 priv->ps_input[9] = "fragment.color.secondary";
3612 break;
3616 static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
3617 const char *fragcolor, const char *tmp)
3619 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3620 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3621 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3624 /* Context activation is done by the caller. */
3625 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3626 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3627 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3629 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3630 const DWORD *function = shader->function;
3631 GLuint retval;
3632 char fragcolor[16];
3633 DWORD next_local = 0;
3634 struct shader_arb_ctx_priv priv_ctx;
3635 BOOL dcl_td = FALSE;
3636 BOOL want_nv_prog = FALSE;
3637 struct arb_pshader_private *shader_priv = shader->backend_data;
3638 DWORD map;
3639 BOOL custom_linear_fog = FALSE;
3641 char srgbtmp[4][4];
3642 char ftoa_tmp[17];
3643 unsigned int i, found = 0;
3645 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3647 if (!(map & 1)
3648 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3649 || (reg_maps->shader_version.major < 2 && !i))
3650 continue;
3652 sprintf(srgbtmp[found], "R%u", i);
3653 ++found;
3654 if (found == 4) break;
3657 switch(found) {
3658 case 0:
3659 sprintf(srgbtmp[0], "TA");
3660 sprintf(srgbtmp[1], "TB");
3661 sprintf(srgbtmp[2], "TC");
3662 sprintf(srgbtmp[3], "TD");
3663 dcl_td = TRUE;
3664 break;
3665 case 1:
3666 sprintf(srgbtmp[1], "TA");
3667 sprintf(srgbtmp[2], "TB");
3668 sprintf(srgbtmp[3], "TC");
3669 break;
3670 case 2:
3671 sprintf(srgbtmp[2], "TA");
3672 sprintf(srgbtmp[3], "TB");
3673 break;
3674 case 3:
3675 sprintf(srgbtmp[3], "TA");
3676 break;
3677 case 4:
3678 break;
3681 /* Create the hw ARB shader */
3682 memset(&priv_ctx, 0, sizeof(priv_ctx));
3683 priv_ctx.cur_ps_args = args;
3684 priv_ctx.compiled_fprog = compiled;
3685 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3686 init_ps_input(shader, args, &priv_ctx);
3687 list_init(&priv_ctx.control_frames);
3688 priv_ctx.ps_post_process = args->super.srgb_correction;
3690 /* Avoid enabling NV_fragment_program* if we do not need it.
3692 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3693 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3694 * is faster than what we gain from using higher native instructions. There are some things though
3695 * that cannot be emulated. In that case enable the extensions.
3696 * If the extension is enabled, instruction handlers that support both ways will use it.
3698 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3699 * So enable the best we can get.
3701 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3702 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3704 want_nv_prog = TRUE;
3707 shader_addline(buffer, "!!ARBfp1.0\n");
3708 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3710 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3711 priv_ctx.target_version = NV3;
3713 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3715 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3716 priv_ctx.target_version = NV2;
3717 } else {
3718 if(want_nv_prog)
3720 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3721 * limits properly
3723 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3724 ERR("Try GLSL\n");
3726 priv_ctx.target_version = ARB;
3729 if (reg_maps->rt_mask > 1)
3731 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3734 if (reg_maps->shader_version.major < 3)
3736 switch (args->super.fog)
3738 case WINED3D_FFP_PS_FOG_OFF:
3739 break;
3740 case WINED3D_FFP_PS_FOG_LINEAR:
3741 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3743 custom_linear_fog = TRUE;
3744 priv_ctx.ps_post_process = TRUE;
3745 break;
3747 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3748 break;
3749 case WINED3D_FFP_PS_FOG_EXP:
3750 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3751 break;
3752 case WINED3D_FFP_PS_FOG_EXP2:
3753 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3754 break;
3758 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3759 * unused temps away(but occupies them for the whole shader if they're used once). Always
3760 * declaring them avoids tricky bookkeeping work
3762 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3763 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3764 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3765 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3766 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3767 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3768 wined3d_ftoa(eps, ftoa_tmp);
3769 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3771 if (reg_maps->shader_version.major < 2)
3773 strcpy(fragcolor, "R0");
3775 else
3777 if (priv_ctx.ps_post_process)
3779 if (shader->u.ps.color0_mov)
3781 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3783 else
3785 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3786 strcpy(fragcolor, "TMP_COLOR");
3788 } else {
3789 strcpy(fragcolor, "result.color");
3793 if (args->super.srgb_correction)
3795 shader_addline(buffer, "PARAM srgb_consts0 = ");
3796 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
3797 shader_addline(buffer, ";\n");
3798 shader_addline(buffer, "PARAM srgb_consts1 = ");
3799 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
3800 shader_addline(buffer, ";\n");
3803 /* Base Declarations */
3804 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3806 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3808 unsigned char bump_const;
3810 if (!(map & 1)) continue;
3812 bump_const = compiled->numbumpenvmatconsts;
3813 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3814 compiled->bumpenvmatconst[bump_const].texunit = i;
3815 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3816 compiled->luminanceconst[bump_const].texunit = i;
3818 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3819 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3820 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3821 * textures due to conditional NP2 restrictions)
3823 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3824 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3825 * their location is shader dependent anyway and they cannot be loaded globally.
3827 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3828 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3829 i, compiled->bumpenvmatconst[bump_const].const_num);
3830 compiled->numbumpenvmatconsts = bump_const + 1;
3832 if (!(reg_maps->luminanceparams & (1u << i)))
3833 continue;
3835 compiled->luminanceconst[bump_const].const_num = next_local++;
3836 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3837 i, compiled->luminanceconst[bump_const].const_num);
3840 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
3842 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3843 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
3845 const DWORD *control_values = find_loop_control_values(shader, i);
3847 if(control_values)
3849 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3850 control_values[0], control_values[1], control_values[2]);
3852 else
3854 compiled->int_consts[i] = next_local;
3855 compiled->num_int_consts++;
3856 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3861 if(reg_maps->vpos || reg_maps->usesdsy)
3863 compiled->ycorrection = next_local;
3864 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3866 if(reg_maps->vpos)
3868 shader_addline(buffer, "TEMP vpos;\n");
3869 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3870 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3871 * ycorrection.z: 1.0
3872 * ycorrection.w: 0.0
3874 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3875 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3878 else
3880 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3883 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3884 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3885 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3886 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3887 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3888 * shader compilation errors and the subsequent errors when drawing with this shader. */
3889 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3890 unsigned char cur_fixup_sampler = 0;
3892 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3893 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3894 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3896 fixup->offset = next_local;
3897 fixup->super.active = 0;
3899 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3901 if (!(map & (1u << i)))
3902 continue;
3904 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts)
3906 fixup->super.active |= (1u << i);
3907 fixup->super.idx[i] = cur_fixup_sampler++;
3909 else
3911 FIXME("No free constant found to load NP2 fixup data into shader. "
3912 "Sampling from this texture will probably look wrong.\n");
3913 break;
3917 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3918 if (fixup->super.num_consts) {
3919 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3920 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3924 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3926 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3929 /* Base Shader Body */
3930 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3932 if(args->super.srgb_correction) {
3933 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3934 priv_ctx.target_version >= NV2);
3937 if (custom_linear_fog)
3938 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3940 if(strcmp(fragcolor, "result.color")) {
3941 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3943 shader_addline(buffer, "END\n");
3945 /* TODO: change to resource.glObjectHandle or something like that */
3946 GL_EXTCALL(glGenProgramsARB(1, &retval));
3948 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3949 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3951 TRACE("Created hw pixel shader, prg=%d\n", retval);
3952 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3953 return 0;
3955 return retval;
3958 static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3960 unsigned int i;
3961 int ret;
3963 if (sig1->element_count != sig2->element_count)
3964 return sig1->element_count < sig2->element_count ? -1 : 1;
3966 for (i = 0; i < sig1->element_count; ++i)
3968 const struct wined3d_shader_signature_element *e1, *e2;
3970 e1 = &sig1->elements[i];
3971 e2 = &sig2->elements[i];
3973 if (!e1->semantic_name || !e2->semantic_name)
3975 /* Compare pointers, not contents. One string is NULL (element
3976 * does not exist), the other one is not NULL. */
3977 if (e1->semantic_name != e2->semantic_name)
3978 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3979 continue;
3982 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3983 return ret;
3984 if (e1->semantic_idx != e2->semantic_idx)
3985 return e1->semantic_idx < e2->semantic_idx ? -1 : 1;
3986 if (e1->sysval_semantic != e2->sysval_semantic)
3987 return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1;
3988 if (e1->component_type != e2->component_type)
3989 return e1->component_type < e2->component_type ? -1 : 1;
3990 if (e1->register_idx != e2->register_idx)
3991 return e1->register_idx < e2->register_idx ? -1 : 1;
3992 if (e1->mask != e2->mask)
3993 return e1->mask < e2->mask ? -1 : 1;
3995 return 0;
3998 static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
4000 unsigned int i;
4001 char *name;
4003 new->element_count = sig->element_count;
4004 new->elements = wined3d_calloc(new->element_count, sizeof(*new->elements));
4005 for (i = 0; i < sig->element_count; ++i)
4007 new->elements[i] = sig->elements[i];
4009 if (!new->elements[i].semantic_name)
4010 continue;
4012 /* Clone the semantic string */
4013 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig->elements[i].semantic_name) + 1);
4014 strcpy(name, sig->elements[i].semantic_name);
4015 new->elements[i].semantic_name = name;
4019 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
4021 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
4022 struct ps_signature *found_sig;
4024 if (entry)
4026 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4027 TRACE("Found existing signature %u\n", found_sig->idx);
4028 return found_sig->idx;
4030 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*found_sig));
4031 clone_sig(&found_sig->sig, sig);
4032 found_sig->idx = priv->ps_sig_number++;
4033 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
4034 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
4036 ERR("Failed to insert program entry.\n");
4038 return found_sig->idx;
4041 static void init_output_registers(const struct wined3d_shader *shader,
4042 const struct wined3d_shader_signature *ps_input_sig,
4043 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
4045 unsigned int i, j;
4046 static const char * const texcoords[8] =
4048 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4049 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
4051 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
4052 * and varying 9 to result.color.secondary
4054 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
4056 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4057 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
4058 "result.color.primary", "result.color.secondary"
4061 if (!ps_input_sig)
4063 TRACE("Pixel shader uses builtin varyings\n");
4064 /* Map builtins to builtins */
4065 for(i = 0; i < 8; i++)
4067 priv_ctx->texcrd_output[i] = texcoords[i];
4069 priv_ctx->color_output[0] = "result.color.primary";
4070 priv_ctx->color_output[1] = "result.color.secondary";
4071 priv_ctx->fog_output = "TMP_FOGCOORD";
4073 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
4074 for (i = 0; i < shader->output_signature.element_count; ++i)
4076 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4078 if (!output->semantic_name)
4079 continue;
4081 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
4083 TRACE("o%u is TMP_OUT\n", output->register_idx);
4084 if (!output->semantic_idx)
4085 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4086 else
4087 priv_ctx->vs_output[output->register_idx] = "TA";
4089 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
4091 TRACE("o%u is result.pointsize\n", output->register_idx);
4092 if (!output->semantic_idx)
4093 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4094 else
4095 priv_ctx->vs_output[output->register_idx] = "TA";
4097 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
4099 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
4100 if (!output->semantic_idx)
4101 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
4102 else if (output->semantic_idx == 1)
4103 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
4104 else priv_ctx->vs_output[output->register_idx] = "TA";
4106 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4108 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
4109 if (output->semantic_idx >= 8)
4110 priv_ctx->vs_output[output->register_idx] = "TA";
4111 else
4112 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
4114 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
4116 TRACE("o%u is result.fogcoord\n", output->register_idx);
4117 if (output->semantic_idx > 0)
4118 priv_ctx->vs_output[output->register_idx] = "TA";
4119 else
4120 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
4122 else
4124 priv_ctx->vs_output[output->register_idx] = "TA";
4127 return;
4130 TRACE("Pixel shader uses declared varyings\n");
4132 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4133 for(i = 0; i < 8; i++)
4135 priv_ctx->texcrd_output[i] = "TA";
4137 priv_ctx->color_output[0] = "TA";
4138 priv_ctx->color_output[1] = "TA";
4139 priv_ctx->fog_output = "TA";
4141 for (i = 0; i < ps_input_sig->element_count; ++i)
4143 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4145 if (!input->semantic_name)
4146 continue;
4148 /* If a declared input register is not written by builtin arguments, don't write to it.
4149 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4151 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4152 * to TMP_OUT in any case
4154 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4156 if (input->semantic_idx < 8)
4157 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4159 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4161 if (input->semantic_idx < 2)
4162 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4164 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4166 if (!input->semantic_idx)
4167 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4169 else
4171 continue;
4174 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4175 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4177 compiled->need_color_unclamp = TRUE;
4181 /* Map declared to declared */
4182 for (i = 0; i < shader->output_signature.element_count; ++i)
4184 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4186 /* Write unread output to TA to throw them away */
4187 priv_ctx->vs_output[output->register_idx] = "TA";
4189 if (!output->semantic_name)
4190 continue;
4192 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
4194 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4195 continue;
4197 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
4199 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4200 continue;
4203 for (j = 0; j < ps_input_sig->element_count; ++j)
4205 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4207 if (!input->semantic_name)
4208 continue;
4210 if (!strcmp(input->semantic_name, output->semantic_name)
4211 && input->semantic_idx == output->semantic_idx)
4213 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4215 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4216 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4218 compiled->need_color_unclamp = TRUE;
4225 /* Context activation is done by the caller. */
4226 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4227 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4228 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4229 const struct wined3d_shader_signature *ps_input_sig)
4231 const struct arb_vshader_private *shader_data = shader->backend_data;
4232 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4233 struct shader_arb_priv *priv = shader->device->shader_priv;
4234 const DWORD *function = shader->function;
4235 GLuint ret;
4236 DWORD next_local = 0;
4237 struct shader_arb_ctx_priv priv_ctx;
4238 unsigned int i;
4240 memset(&priv_ctx, 0, sizeof(priv_ctx));
4241 priv_ctx.cur_vs_args = args;
4242 list_init(&priv_ctx.control_frames);
4243 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4245 /* Create the hw ARB shader */
4246 shader_addline(buffer, "!!ARBvp1.0\n");
4248 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4249 * mesurable performance penalty, and we can always make use of it for clipplanes.
4251 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4253 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4254 priv_ctx.target_version = NV3;
4255 shader_addline(buffer, "ADDRESS aL;\n");
4257 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4259 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4260 priv_ctx.target_version = NV2;
4261 shader_addline(buffer, "ADDRESS aL;\n");
4262 } else {
4263 priv_ctx.target_version = ARB;
4266 shader_addline(buffer, "TEMP TMP_OUT;\n");
4267 if (reg_maps->fog)
4268 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4269 if (need_helper_const(shader_data, reg_maps, gl_info))
4271 char ftoa_tmp[17];
4272 wined3d_ftoa(eps, ftoa_tmp);
4273 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4275 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4277 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4278 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4281 shader_addline(buffer, "TEMP TA;\n");
4282 shader_addline(buffer, "TEMP TB;\n");
4284 /* Base Declarations */
4285 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4286 &priv_ctx.vs_clipplanes, &priv_ctx);
4288 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4290 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4291 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
4293 const DWORD *control_values = find_loop_control_values(shader, i);
4295 if(control_values)
4297 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4298 control_values[0], control_values[1], control_values[2]);
4300 else
4302 compiled->int_consts[i] = next_local;
4303 compiled->num_int_consts++;
4304 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4309 /* We need a constant to fixup the final position */
4310 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4311 compiled->pos_fixup = next_local++;
4313 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4314 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4315 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4316 * a replacement shader depend on the texcoord.w being set properly.
4318 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4319 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4320 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4321 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4322 * this can eat a number of instructions, so skip it unless this cap is set as well
4324 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4326 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4327 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4329 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4331 int i;
4332 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4333 for(i = 0; i < MAX_REG_TEXCRD; i++)
4335 if (reg_maps->u.texcoord_mask[i] && reg_maps->u.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4336 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4341 /* The shader starts with the main function */
4342 priv_ctx.in_main_func = TRUE;
4343 /* Base Shader Body */
4344 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4346 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4347 shader_data, args, reg_maps, gl_info, buffer);
4349 shader_addline(buffer, "END\n");
4351 /* TODO: change to resource.glObjectHandle or something like that */
4352 GL_EXTCALL(glGenProgramsARB(1, &ret));
4354 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4355 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4357 TRACE("Created hw vertex shader, prg=%d\n", ret);
4358 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4359 return -1;
4361 return ret;
4364 /* Context activation is done by the caller. */
4365 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4366 const struct arb_ps_compile_args *args)
4368 struct wined3d_device *device = shader->device;
4369 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4370 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4371 UINT i;
4372 DWORD new_size;
4373 struct arb_ps_compiled_shader *new_array;
4374 struct wined3d_string_buffer buffer;
4375 struct arb_pshader_private *shader_data;
4376 GLuint ret;
4378 if (!shader->backend_data)
4380 struct shader_arb_priv *priv = device->shader_priv;
4382 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4383 shader_data = shader->backend_data;
4384 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4386 if (shader->reg_maps.shader_version.major < 3)
4387 shader_data->input_signature_idx = ~0U;
4388 else
4389 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4391 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4393 if (!d3d_info->vs_clipping)
4394 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4395 d3d_info->limits.ffp_blend_stages - 1);
4396 else
4397 shader_data->clipplane_emulation = ~0U;
4399 shader_data = shader->backend_data;
4401 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4402 * so a linear search is more performant than a hashmap or a binary search
4403 * (cache coherency etc)
4405 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4407 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4408 return &shader_data->gl_shaders[i];
4411 TRACE("No matching GL shader found, compiling a new shader\n");
4412 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4413 if (shader_data->num_gl_shaders)
4415 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4416 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4417 new_size * sizeof(*shader_data->gl_shaders));
4418 } else {
4419 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4420 new_size = 1;
4423 if(!new_array) {
4424 ERR("Out of memory\n");
4425 return 0;
4427 shader_data->gl_shaders = new_array;
4428 shader_data->shader_array_size = new_size;
4431 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4433 pixelshader_update_resource_types(shader, args->super.tex_types);
4435 if (!string_buffer_init(&buffer))
4437 ERR("Failed to initialize shader buffer.\n");
4438 return 0;
4441 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4442 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4443 string_buffer_free(&buffer);
4444 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4446 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4449 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4450 const DWORD use_map, BOOL skip_int) {
4451 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4452 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4453 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4454 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4455 if(stored->ps_signature != new->ps_signature) return FALSE;
4456 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4457 if(skip_int) return TRUE;
4459 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4462 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4463 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4464 const struct wined3d_shader_signature *ps_input_sig)
4466 UINT i;
4467 DWORD new_size;
4468 struct arb_vs_compiled_shader *new_array;
4469 struct wined3d_string_buffer buffer;
4470 struct arb_vshader_private *shader_data;
4471 GLuint ret;
4473 if (!shader->backend_data)
4475 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4477 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4478 shader_data = shader->backend_data;
4480 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4481 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4483 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4485 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4486 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4487 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4489 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4490 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4491 else if (reg_maps->max_rel_offset > 63)
4492 shader_data->rel_offset = reg_maps->min_rel_offset;
4495 shader_data = shader->backend_data;
4497 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4498 * so a linear search is more performant than a hashmap or a binary search
4499 * (cache coherency etc)
4501 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4502 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4503 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4505 return &shader_data->gl_shaders[i];
4509 TRACE("No matching GL shader found, compiling a new shader\n");
4511 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4512 if (shader_data->num_gl_shaders)
4514 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4515 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4516 new_size * sizeof(*shader_data->gl_shaders));
4517 } else {
4518 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4519 new_size = 1;
4522 if(!new_array) {
4523 ERR("Out of memory\n");
4524 return 0;
4526 shader_data->gl_shaders = new_array;
4527 shader_data->shader_array_size = new_size;
4530 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4532 if (!string_buffer_init(&buffer))
4534 ERR("Failed to initialize shader buffer.\n");
4535 return 0;
4538 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4539 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4540 ps_input_sig);
4541 string_buffer_free(&buffer);
4542 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4544 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4547 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4548 const struct wined3d_context *context, const struct wined3d_shader *shader,
4549 struct arb_ps_compile_args *args)
4551 const struct wined3d_gl_info *gl_info = context->gl_info;
4552 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4553 int i;
4554 WORD int_skip;
4556 find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, context);
4558 /* This forces all local boolean constants to 1 to make them stateblock independent */
4559 args->bools = shader->reg_maps.local_bool_consts;
4561 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4563 if (state->ps_consts_b[i])
4564 args->bools |= ( 1u << i);
4567 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4568 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4569 * duplicate the shader than have a no-op KIL instruction in every shader
4571 if (!d3d_info->vs_clipping && use_vs(state)
4572 && state->render_states[WINED3D_RS_CLIPPING]
4573 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4574 args->clip = 1;
4575 else
4576 args->clip = 0;
4578 /* Skip if unused or local, or supported natively */
4579 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4580 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4582 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4583 return;
4586 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4588 if (int_skip & (1u << i))
4590 args->loop_ctrl[i][0] = 0;
4591 args->loop_ctrl[i][1] = 0;
4592 args->loop_ctrl[i][2] = 0;
4594 else
4596 args->loop_ctrl[i][0] = state->ps_consts_i[i].x;
4597 args->loop_ctrl[i][1] = state->ps_consts_i[i].y;
4598 args->loop_ctrl[i][2] = state->ps_consts_i[i].z;
4603 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4604 const struct wined3d_context *context, const struct wined3d_shader *shader,
4605 struct arb_vs_compile_args *args)
4607 const struct wined3d_device *device = shader->device;
4608 const struct wined3d_adapter *adapter = device->adapter;
4609 const struct wined3d_gl_info *gl_info = context->gl_info;
4610 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4611 int i;
4612 WORD int_skip;
4614 find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super, d3d_info);
4616 args->clip.boolclip_compare = 0;
4617 if (use_ps(state))
4619 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4620 const struct arb_pshader_private *shader_priv = ps->backend_data;
4621 args->ps_signature = shader_priv->input_signature_idx;
4623 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4625 else
4627 args->ps_signature = ~0;
4628 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4629 args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0;
4630 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4633 if (args->clip.boolclip.clip_texcoord)
4635 if (state->render_states[WINED3D_RS_CLIPPING])
4636 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4637 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4640 /* This forces all local boolean constants to 1 to make them stateblock independent */
4641 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4642 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4643 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4645 if (state->vs_consts_b[i])
4646 args->clip.boolclip.bools |= (1u << i);
4649 args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0];
4650 args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1];
4651 args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2];
4652 args->vertex.samplers[3] = 0;
4654 /* Skip if unused or local */
4655 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4656 /* This is about flow control, not clipping. */
4657 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4659 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4660 return;
4663 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4665 if (int_skip & (1u << i))
4667 args->loop_ctrl[i][0] = 0;
4668 args->loop_ctrl[i][1] = 0;
4669 args->loop_ctrl[i][2] = 0;
4671 else
4673 args->loop_ctrl[i][0] = state->vs_consts_i[i].x;
4674 args->loop_ctrl[i][1] = state->vs_consts_i[i].y;
4675 args->loop_ctrl[i][2] = state->vs_consts_i[i].z;
4680 /* Context activation is done by the caller. */
4681 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4682 const struct wined3d_state *state)
4684 struct shader_arb_priv *priv = shader_priv;
4685 const struct wined3d_gl_info *gl_info = context->gl_info;
4686 int i;
4688 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4689 if (use_ps(state))
4691 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4692 struct arb_ps_compile_args compile_args;
4693 struct arb_ps_compiled_shader *compiled;
4695 TRACE("Using pixel shader %p.\n", ps);
4696 find_arb_ps_compile_args(state, context, ps, &compile_args);
4697 compiled = find_arb_pshader(ps, &compile_args);
4698 priv->current_fprogram_id = compiled->prgId;
4699 priv->compiled_fprog = compiled;
4701 /* Bind the fragment program */
4702 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4703 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4705 if (!priv->use_arbfp_fixed_func)
4706 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4708 /* Enable OpenGL fragment programs. */
4709 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4710 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4712 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4714 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4715 * a 1.x and newer shader, reload the first 8 constants
4717 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4719 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4720 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4721 for(i = 0; i < 8; i++)
4723 priv->pshader_const_dirty[i] = 1;
4725 /* Also takes care of loading local constants */
4726 shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
4728 else
4730 UINT rt_height = state->fb->render_targets[0]->height;
4731 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4734 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4735 if (compiled->np2fixup_info.super.active)
4736 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4738 if (ps->load_local_constsF)
4739 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4741 else
4743 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4745 /* Disable only if we're not using arbfp fixed function fragment
4746 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4747 * enabled, and the fixed function pipeline will bind the fixed
4748 * function replacement shader. */
4749 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4750 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4751 priv->current_fprogram_id = 0;
4753 priv->fragment_pipe->enable_extension(gl_info, TRUE);
4756 if (use_vs(state))
4758 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4759 struct arb_vs_compile_args compile_args;
4760 struct arb_vs_compiled_shader *compiled;
4761 const struct wined3d_shader_signature *ps_input_sig;
4763 TRACE("Using vertex shader %p\n", vs);
4764 find_arb_vs_compile_args(state, context, vs, &compile_args);
4766 /* Instead of searching for the signature in the signature list, read the one from the
4767 * current pixel shader. It's maybe not the shader where the signature came from, but it
4768 * is the same signature and faster to find. */
4769 if (compile_args.ps_signature == ~0U)
4770 ps_input_sig = NULL;
4771 else
4772 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4774 compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map,
4775 &compile_args, ps_input_sig);
4776 priv->current_vprogram_id = compiled->prgId;
4777 priv->compiled_vprog = compiled;
4779 /* Bind the vertex program */
4780 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4781 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4783 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4785 /* Enable OpenGL vertex programs */
4786 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4787 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4788 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4789 shader_arb_vs_local_constants(compiled, context, state);
4791 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4792 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4794 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4796 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4797 checkGLcall("glClampColorARB");
4798 } else {
4799 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4803 if (vs->load_local_constsF)
4804 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4806 else
4808 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4810 priv->current_vprogram_id = 0;
4811 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4812 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4814 priv->vertex_pipe->vp_enable(gl_info, TRUE);
4819 /* Context activation is done by the caller. */
4820 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4822 const struct wined3d_gl_info *gl_info = context->gl_info;
4823 struct shader_arb_priv *priv = shader_priv;
4825 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4827 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4828 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4829 priv->current_fprogram_id = 0;
4831 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4833 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4835 priv->current_vprogram_id = 0;
4836 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4837 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4839 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4841 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4843 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4844 checkGLcall("glClampColorARB");
4845 priv->last_vs_color_unclamp = FALSE;
4848 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
4849 | (1u << WINED3D_SHADER_TYPE_VERTEX)
4850 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
4851 | (1u << WINED3D_SHADER_TYPE_HULL)
4852 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
4853 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
4856 /* Context activation is done by the caller. */
4857 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4858 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size)
4860 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4861 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4862 struct shader_arb_priv *priv = shader_priv;
4863 GLuint *blt_fprogram;
4865 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4866 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4867 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4869 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4870 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4871 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4872 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4873 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4876 /* Context activation is done by the caller. */
4877 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4879 struct shader_arb_priv *priv = shader_priv;
4881 if (priv->current_vprogram_id) {
4882 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4883 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4885 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4887 else
4889 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4890 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4893 if (priv->current_fprogram_id) {
4894 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4895 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4897 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4899 else if(!priv->use_arbfp_fixed_func)
4901 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4902 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4906 static void shader_arb_destroy(struct wined3d_shader *shader)
4908 struct wined3d_device *device = shader->device;
4909 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4911 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4913 struct arb_pshader_private *shader_data = shader->backend_data;
4914 UINT i;
4916 if(!shader_data) return; /* This can happen if a shader was never compiled */
4918 if (shader_data->num_gl_shaders)
4920 struct wined3d_context *context = context_acquire(device, NULL);
4922 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4924 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4925 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4928 context_release(context);
4931 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4932 HeapFree(GetProcessHeap(), 0, shader_data);
4933 shader->backend_data = NULL;
4935 else
4937 struct arb_vshader_private *shader_data = shader->backend_data;
4938 UINT i;
4940 if(!shader_data) return; /* This can happen if a shader was never compiled */
4942 if (shader_data->num_gl_shaders)
4944 struct wined3d_context *context = context_acquire(device, NULL);
4946 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4948 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4949 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4952 context_release(context);
4955 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4956 HeapFree(GetProcessHeap(), 0, shader_data);
4957 shader->backend_data = NULL;
4961 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4963 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4964 return compare_sig(key, &e->sig);
4967 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4968 const struct fragment_pipeline *fragment_pipe)
4970 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4971 struct fragment_caps fragment_caps;
4972 void *vertex_priv, *fragment_priv;
4973 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4975 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4977 ERR("Failed to initialize vertex pipe.\n");
4978 HeapFree(GetProcessHeap(), 0, priv);
4979 return E_FAIL;
4982 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4984 ERR("Failed to initialize fragment pipe.\n");
4985 vertex_pipe->vp_free(device);
4986 HeapFree(GetProcessHeap(), 0, priv);
4987 return E_FAIL;
4990 memset(priv->vshader_const_dirty, 1,
4991 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4992 memset(priv->pshader_const_dirty, 1,
4993 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4995 wine_rb_init(&priv->signature_tree, sig_tree_compare);
4997 priv->vertex_pipe = vertex_pipe;
4998 priv->fragment_pipe = fragment_pipe;
4999 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
5000 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
5002 device->vertex_priv = vertex_priv;
5003 device->fragment_priv = fragment_priv;
5004 device->shader_priv = priv;
5006 return WINED3D_OK;
5009 static void release_signature(struct wine_rb_entry *entry, void *context)
5011 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
5012 unsigned int i;
5014 for (i = 0; i < sig->sig.element_count; ++i)
5016 HeapFree(GetProcessHeap(), 0, (char *)sig->sig.elements[i].semantic_name);
5018 HeapFree(GetProcessHeap(), 0, sig->sig.elements);
5019 HeapFree(GetProcessHeap(), 0, sig);
5022 /* Context activation is done by the caller. */
5023 static void shader_arb_free(struct wined3d_device *device)
5025 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5026 struct shader_arb_priv *priv = device->shader_priv;
5027 int i;
5029 if (priv->depth_blt_vprogram_id)
5030 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
5032 for (i = 0; i < WINED3D_GL_RES_TYPE_COUNT; ++i)
5034 if (priv->depth_blt_fprogram_id_full[i])
5036 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
5038 if (priv->depth_blt_fprogram_id_masked[i])
5040 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
5044 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
5045 priv->fragment_pipe->free_private(device);
5046 priv->vertex_pipe->vp_free(device);
5047 HeapFree(GetProcessHeap(), 0, device->shader_priv);
5050 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
5052 return TRUE;
5055 static void shader_arb_free_context_data(struct wined3d_context *context)
5057 struct shader_arb_priv *priv;
5059 priv = context->device->shader_priv;
5060 if (priv->last_context == context)
5061 priv->last_context = NULL;
5064 static void shader_arb_init_context_state(struct wined3d_context *context) {}
5066 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
5068 if (gl_info->supported[ARB_VERTEX_PROGRAM])
5070 DWORD vs_consts;
5071 UINT vs_version;
5073 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
5074 * for vertex programs. If the native limit is less than that it's
5075 * not very useful, and e.g. Mesa swrast returns 0, probably to
5076 * indicate it's a software implementation. */
5077 if (gl_info->limits.arb_vs_native_constants < 96)
5078 vs_consts = gl_info->limits.arb_vs_float_constants;
5079 else
5080 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
5082 if (gl_info->supported[NV_VERTEX_PROGRAM3])
5084 vs_version = 3;
5085 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
5087 else if (vs_consts >= 256)
5089 /* Shader Model 2.0 requires at least 256 vertex shader constants */
5090 vs_version = 2;
5091 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5093 else
5095 vs_version = 1;
5096 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5098 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
5099 caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, vs_consts);
5101 else
5103 caps->vs_version = 0;
5104 caps->vs_uniform_count = 0;
5107 caps->hs_version = 0;
5108 caps->ds_version = 0;
5109 caps->gs_version = 0;
5110 caps->cs_version = 0;
5112 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5114 DWORD ps_consts;
5115 UINT ps_version;
5117 /* Similar as above for vertex programs, but the minimum for fragment
5118 * programs is 24. */
5119 if (gl_info->limits.arb_ps_native_constants < 24)
5120 ps_consts = gl_info->limits.arb_ps_float_constants;
5121 else
5122 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5124 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5126 ps_version = 3;
5127 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5129 else if (ps_consts >= 32)
5131 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5132 ps_version = 2;
5133 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5135 else
5137 ps_version = 1;
5138 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5140 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
5141 caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, ps_consts);
5142 caps->ps_1x_max_value = 8.0f;
5144 else
5146 caps->ps_version = 0;
5147 caps->ps_uniform_count = 0;
5148 caps->ps_1x_max_value = 0.0f;
5151 caps->varying_count = 0;
5152 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
5153 if (use_nv_clip(gl_info))
5154 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
5157 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5159 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5161 TRACE("Checking support for color_fixup:\n");
5162 dump_color_fixup_desc(fixup);
5165 /* We support everything except complex conversions. */
5166 if (!is_complex_fixup(fixup))
5168 TRACE("[OK]\n");
5169 return TRUE;
5172 TRACE("[FAILED]\n");
5173 return FALSE;
5176 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5177 DWORD shift;
5178 char write_mask[20], regstr[50];
5179 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5180 BOOL is_color = FALSE;
5181 const struct wined3d_shader_dst_param *dst;
5183 if (!ins->dst_count) return;
5185 dst = &ins->dst[0];
5186 shift = dst->shift;
5187 if (!shift) return; /* Saturate alone is handled by the instructions */
5189 shader_arb_get_write_mask(ins, dst, write_mask);
5190 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5192 /* Generate a line that does the output modifier computation
5193 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5194 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5196 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5197 regstr, write_mask, regstr, shift_tab[shift]);
5200 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5202 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5203 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5204 /* WINED3DSIH_AND */ NULL,
5205 /* WINED3DSIH_BEM */ pshader_hw_bem,
5206 /* WINED3DSIH_BFI */ NULL,
5207 /* WINED3DSIH_BFREV */ NULL,
5208 /* WINED3DSIH_BREAK */ shader_hw_break,
5209 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5210 /* WINED3DSIH_BREAKP */ NULL,
5211 /* WINED3DSIH_BUFINFO */ NULL,
5212 /* WINED3DSIH_CALL */ shader_hw_call,
5213 /* WINED3DSIH_CALLNZ */ NULL,
5214 /* WINED3DSIH_CASE */ NULL,
5215 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5216 /* WINED3DSIH_CND */ pshader_hw_cnd,
5217 /* WINED3DSIH_CONTINUE */ NULL,
5218 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5219 /* WINED3DSIH_CUT */ NULL,
5220 /* WINED3DSIH_CUT_STREAM */ NULL,
5221 /* WINED3DSIH_DCL */ shader_hw_nop,
5222 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5223 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL,
5224 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
5225 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
5226 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
5227 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ NULL,
5228 /* WINED3DSIH_DCL_INPUT */ NULL,
5229 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
5230 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5231 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
5232 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
5233 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
5234 /* WINED3DSIH_DCL_INPUT_SGV */ NULL,
5235 /* WINED3DSIH_DCL_INPUT_SIV */ NULL,
5236 /* WINED3DSIH_DCL_OUTPUT */ NULL,
5237 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
5238 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
5239 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5240 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
5241 /* WINED3DSIH_DCL_SAMPLER */ NULL,
5242 /* WINED3DSIH_DCL_STREAM */ NULL,
5243 /* WINED3DSIH_DCL_TEMPS */ NULL,
5244 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
5245 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
5246 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
5247 /* WINED3DSIH_DCL_TGSM_RAW */ NULL,
5248 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
5249 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
5250 /* WINED3DSIH_DCL_UAV_TYPED */ NULL,
5251 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5252 /* WINED3DSIH_DEF */ shader_hw_nop,
5253 /* WINED3DSIH_DEFAULT */ NULL,
5254 /* WINED3DSIH_DEFB */ shader_hw_nop,
5255 /* WINED3DSIH_DEFI */ shader_hw_nop,
5256 /* WINED3DSIH_DIV */ NULL,
5257 /* WINED3DSIH_DP2 */ NULL,
5258 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5259 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5260 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5261 /* WINED3DSIH_DST */ shader_hw_map2gl,
5262 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5263 /* WINED3DSIH_DSX_COARSE */ NULL,
5264 /* WINED3DSIH_DSX_FINE */ NULL,
5265 /* WINED3DSIH_DSY */ shader_hw_dsy,
5266 /* WINED3DSIH_DSY_COARSE */ NULL,
5267 /* WINED3DSIH_DSY_FINE */ NULL,
5268 /* WINED3DSIH_ELSE */ shader_hw_else,
5269 /* WINED3DSIH_EMIT */ NULL,
5270 /* WINED3DSIH_EMIT_STREAM */ NULL,
5271 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5272 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5273 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5274 /* WINED3DSIH_ENDSWITCH */ NULL,
5275 /* WINED3DSIH_EQ */ NULL,
5276 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5277 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5278 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5279 /* WINED3DSIH_FTOI */ NULL,
5280 /* WINED3DSIH_FTOU */ NULL,
5281 /* WINED3DSIH_GATHER4 */ NULL,
5282 /* WINED3DSIH_GATHER4_C */ NULL,
5283 /* WINED3DSIH_GE */ NULL,
5284 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
5285 /* WINED3DSIH_HS_DECLS */ NULL,
5286 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
5287 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
5288 /* WINED3DSIH_IADD */ NULL,
5289 /* WINED3DSIH_IEQ */ NULL,
5290 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5291 /* WINED3DSIH_IFC */ shader_hw_ifc,
5292 /* WINED3DSIH_IGE */ NULL,
5293 /* WINED3DSIH_ILT */ NULL,
5294 /* WINED3DSIH_IMAD */ NULL,
5295 /* WINED3DSIH_IMAX */ NULL,
5296 /* WINED3DSIH_IMIN */ NULL,
5297 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL,
5298 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL,
5299 /* WINED3DSIH_IMUL */ NULL,
5300 /* WINED3DSIH_INE */ NULL,
5301 /* WINED3DSIH_INEG */ NULL,
5302 /* WINED3DSIH_ISHL */ NULL,
5303 /* WINED3DSIH_ISHR */ NULL,
5304 /* WINED3DSIH_ITOF */ NULL,
5305 /* WINED3DSIH_LABEL */ shader_hw_label,
5306 /* WINED3DSIH_LD */ NULL,
5307 /* WINED3DSIH_LD2DMS */ NULL,
5308 /* WINED3DSIH_LD_RAW */ NULL,
5309 /* WINED3DSIH_LD_STRUCTURED */ NULL,
5310 /* WINED3DSIH_LD_UAV_TYPED */ NULL,
5311 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5312 /* WINED3DSIH_LOD */ NULL,
5313 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5314 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5315 /* WINED3DSIH_LOOP */ shader_hw_loop,
5316 /* WINED3DSIH_LRP */ shader_hw_lrp,
5317 /* WINED3DSIH_LT */ NULL,
5318 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5319 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5320 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5321 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5322 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5323 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5324 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5325 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5326 /* WINED3DSIH_MOV */ shader_hw_mov,
5327 /* WINED3DSIH_MOVA */ shader_hw_mov,
5328 /* WINED3DSIH_MOVC */ NULL,
5329 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5330 /* WINED3DSIH_NE */ NULL,
5331 /* WINED3DSIH_NOP */ shader_hw_nop,
5332 /* WINED3DSIH_NOT */ NULL,
5333 /* WINED3DSIH_NRM */ shader_hw_nrm,
5334 /* WINED3DSIH_OR */ NULL,
5335 /* WINED3DSIH_PHASE */ shader_hw_nop,
5336 /* WINED3DSIH_POW */ shader_hw_pow,
5337 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5338 /* WINED3DSIH_REP */ shader_hw_rep,
5339 /* WINED3DSIH_RESINFO */ NULL,
5340 /* WINED3DSIH_RET */ shader_hw_ret,
5341 /* WINED3DSIH_ROUND_NE */ NULL,
5342 /* WINED3DSIH_ROUND_NI */ NULL,
5343 /* WINED3DSIH_ROUND_PI */ NULL,
5344 /* WINED3DSIH_ROUND_Z */ NULL,
5345 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5346 /* WINED3DSIH_SAMPLE */ NULL,
5347 /* WINED3DSIH_SAMPLE_B */ NULL,
5348 /* WINED3DSIH_SAMPLE_C */ NULL,
5349 /* WINED3DSIH_SAMPLE_C_LZ */ NULL,
5350 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5351 /* WINED3DSIH_SAMPLE_INFO */ NULL,
5352 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5353 /* WINED3DSIH_SAMPLE_POS */ NULL,
5354 /* WINED3DSIH_SETP */ NULL,
5355 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5356 /* WINED3DSIH_SGN */ shader_hw_sgn,
5357 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5358 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5359 /* WINED3DSIH_SQRT */ NULL,
5360 /* WINED3DSIH_STORE_RAW */ NULL,
5361 /* WINED3DSIH_STORE_STRUCTURED */ NULL,
5362 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
5363 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5364 /* WINED3DSIH_SWAPC */ NULL,
5365 /* WINED3DSIH_SWITCH */ NULL,
5366 /* WINED3DSIH_TEX */ pshader_hw_tex,
5367 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5368 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5369 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5370 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5371 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5372 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5373 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5374 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5375 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5376 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5377 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5378 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5379 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5380 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5381 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5382 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5383 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5384 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5385 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5386 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5387 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5388 /* WINED3DSIH_UBFE */ NULL,
5389 /* WINED3DSIH_UDIV */ NULL,
5390 /* WINED3DSIH_UGE */ NULL,
5391 /* WINED3DSIH_ULT */ NULL,
5392 /* WINED3DSIH_UMAX */ NULL,
5393 /* WINED3DSIH_UMIN */ NULL,
5394 /* WINED3DSIH_USHR */ NULL,
5395 /* WINED3DSIH_UTOF */ NULL,
5396 /* WINED3DSIH_XOR */ NULL,
5399 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5400 const struct wined3d_shader *shader, DWORD idx)
5402 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5403 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5404 const struct wined3d_shader_lconst *constant;
5405 WORD bools = 0;
5406 WORD flag = (1u << idx);
5407 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5409 if (reg_maps->local_bool_consts & flag)
5411 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5412 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5414 if (constant->idx == idx)
5416 return constant->value[0];
5419 ERR("Local constant not found\n");
5420 return FALSE;
5422 else
5424 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5425 else bools = priv->cur_ps_args->bools;
5426 return bools & flag;
5430 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5431 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5433 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5434 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5436 /* Integer constants can either be a local constant, or they can be stored in the shader
5437 * type specific compile args. */
5438 if (reg_maps->local_int_consts & (1u << idx))
5440 const struct wined3d_shader_lconst *constant;
5442 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5444 if (constant->idx == idx)
5446 loop_control->count = constant->value[0];
5447 loop_control->start = constant->value[1];
5448 /* Step is signed. */
5449 loop_control->step = (int)constant->value[2];
5450 return;
5453 /* If this happens the flag was set incorrectly */
5454 ERR("Local constant not found\n");
5455 loop_control->count = 0;
5456 loop_control->start = 0;
5457 loop_control->step = 0;
5458 return;
5461 switch (reg_maps->shader_version.type)
5463 case WINED3D_SHADER_TYPE_VERTEX:
5464 /* Count and aL start value are unsigned */
5465 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5466 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5467 /* Step is signed. */
5468 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5469 break;
5471 case WINED3D_SHADER_TYPE_PIXEL:
5472 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5473 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5474 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5475 break;
5477 default:
5478 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5479 break;
5483 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5485 unsigned int i;
5486 struct wined3d_shader_dst_param *dst_param;
5487 struct wined3d_shader_src_param *src_param = NULL, *rel_addr;
5488 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5489 if(!rec)
5491 ERR("Out of memory\n");
5492 return;
5495 rec->ins = *ins;
5496 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5497 if(!dst_param) goto free;
5498 *dst_param = *ins->dst;
5499 if (ins->dst->reg.idx[0].rel_addr)
5501 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5502 if (!rel_addr)
5503 goto free;
5504 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5505 dst_param->reg.idx[0].rel_addr = rel_addr;
5507 rec->ins.dst = dst_param;
5509 if (!(src_param = wined3d_calloc(ins->src_count, sizeof(*src_param))))
5510 goto free;
5511 for (i = 0; i < ins->src_count; ++i)
5513 src_param[i] = ins->src[i];
5514 if (ins->src[i].reg.idx[0].rel_addr)
5516 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5517 if (!rel_addr)
5518 goto free;
5519 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5520 src_param[i].reg.idx[0].rel_addr = rel_addr;
5523 rec->ins.src = src_param;
5524 list_add_tail(list, &rec->entry);
5525 return;
5527 free:
5528 ERR("Out of memory\n");
5529 if(dst_param)
5531 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5532 HeapFree(GetProcessHeap(), 0, dst_param);
5534 if(src_param)
5536 for(i = 0; i < ins->src_count; i++)
5538 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5540 HeapFree(GetProcessHeap(), 0, src_param);
5542 HeapFree(GetProcessHeap(), 0, rec);
5545 static void free_recorded_instruction(struct list *list)
5547 struct recorded_instruction *rec_ins, *entry2;
5548 unsigned int i;
5550 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5552 list_remove(&rec_ins->entry);
5553 if (rec_ins->ins.dst)
5555 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5556 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5558 if (rec_ins->ins.src)
5560 for (i = 0; i < rec_ins->ins.src_count; ++i)
5562 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5564 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5566 HeapFree(GetProcessHeap(), 0, rec_ins);
5570 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5572 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5573 struct control_frame *control_frame;
5575 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5577 struct list *e = list_head(&priv->control_frames);
5578 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5579 list_remove(&control_frame->entry);
5580 HeapFree(GetProcessHeap(), 0, control_frame);
5581 priv->loop_depth--;
5583 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5585 /* Non-ifc ENDIFs were already handled previously. */
5586 struct list *e = list_head(&priv->control_frames);
5587 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5588 list_remove(&control_frame->entry);
5589 HeapFree(GetProcessHeap(), 0, control_frame);
5593 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5594 SHADER_HANDLER hw_fct;
5595 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5596 const struct wined3d_shader *shader = ins->ctx->shader;
5597 struct control_frame *control_frame;
5598 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5599 BOOL bool_const;
5601 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5603 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5604 list_add_head(&priv->control_frames, &control_frame->entry);
5606 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5607 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5609 if(priv->target_version >= NV2)
5611 control_frame->no.loop = priv->num_loops++;
5612 priv->loop_depth++;
5614 else
5616 /* Don't bother recording when we're in a not used if branch */
5617 if(priv->muted)
5619 return;
5622 if(!priv->recording)
5624 list_init(&priv->record);
5625 priv->recording = TRUE;
5626 control_frame->outer_loop = TRUE;
5627 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5628 return; /* Instruction is handled */
5630 /* Record this loop in the outer loop's recording */
5633 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5635 if(priv->target_version >= NV2)
5637 /* Nothing to do. The control frame is popped after the HW instr handler */
5639 else
5641 struct list *e = list_head(&priv->control_frames);
5642 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5643 list_remove(&control_frame->entry);
5645 if(control_frame->outer_loop)
5647 unsigned int iteration;
5648 int aL = 0;
5649 struct list copy;
5651 /* Turn off recording before playback */
5652 priv->recording = FALSE;
5654 /* Move the recorded instructions to a separate list and get them out of the private data
5655 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5656 * be recorded again, thus priv->record might be overwritten
5658 list_init(&copy);
5659 list_move_tail(&copy, &priv->record);
5660 list_init(&priv->record);
5662 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5664 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5665 control_frame->loop_control.count, control_frame->loop_control.start,
5666 control_frame->loop_control.step);
5667 aL = control_frame->loop_control.start;
5669 else
5671 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5674 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5676 struct recorded_instruction *rec_ins;
5677 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5679 priv->aL = aL;
5680 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5682 else
5684 shader_addline(buffer, "#Iteration %u\n", iteration);
5687 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5689 shader_arb_handle_instruction(&rec_ins->ins);
5692 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5694 aL += control_frame->loop_control.step;
5697 shader_addline(buffer, "#end loop/rep\n");
5699 free_recorded_instruction(&copy);
5700 HeapFree(GetProcessHeap(), 0, control_frame);
5701 return; /* Instruction is handled */
5703 else
5705 /* This is a nested loop. Proceed to the normal recording function */
5706 HeapFree(GetProcessHeap(), 0, control_frame);
5711 if(priv->recording)
5713 record_instruction(&priv->record, ins);
5714 return;
5717 /* boolean if */
5718 if(ins->handler_idx == WINED3DSIH_IF)
5720 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5721 list_add_head(&priv->control_frames, &control_frame->entry);
5722 control_frame->type = IF;
5724 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5725 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5726 bool_const = !bool_const;
5727 if (!priv->muted && !bool_const)
5729 shader_addline(buffer, "#if(FALSE){\n");
5730 priv->muted = TRUE;
5731 control_frame->muting = TRUE;
5733 else shader_addline(buffer, "#if(TRUE) {\n");
5735 return; /* Instruction is handled */
5737 else if(ins->handler_idx == WINED3DSIH_IFC)
5739 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5740 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5741 control_frame->type = IFC;
5742 control_frame->no.ifc = priv->num_ifcs++;
5743 list_add_head(&priv->control_frames, &control_frame->entry);
5745 else if(ins->handler_idx == WINED3DSIH_ELSE)
5747 struct list *e = list_head(&priv->control_frames);
5748 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5750 if(control_frame->type == IF)
5752 shader_addline(buffer, "#} else {\n");
5753 if(!priv->muted && !control_frame->muting)
5755 priv->muted = TRUE;
5756 control_frame->muting = TRUE;
5758 else if(control_frame->muting) priv->muted = FALSE;
5759 return; /* Instruction is handled. */
5761 /* In case of an ifc, generate a HW shader instruction */
5762 if (control_frame->type != IFC)
5763 ERR("Control frame does not match.\n");
5765 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5767 struct list *e = list_head(&priv->control_frames);
5768 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5770 if(control_frame->type == IF)
5772 shader_addline(buffer, "#} endif\n");
5773 if(control_frame->muting) priv->muted = FALSE;
5774 list_remove(&control_frame->entry);
5775 HeapFree(GetProcessHeap(), 0, control_frame);
5776 return; /* Instruction is handled */
5778 /* In case of an ifc, generate a HW shader instruction */
5779 if (control_frame->type != IFC)
5780 ERR("Control frame does not match.\n");
5783 if(priv->muted)
5785 pop_control_frame(ins);
5786 return;
5789 /* Select handler */
5790 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5792 /* Unhandled opcode */
5793 if (!hw_fct)
5795 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
5796 return;
5798 hw_fct(ins);
5800 pop_control_frame(ins);
5802 shader_arb_add_instruction_modifiers(ins);
5805 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5807 struct shader_arb_priv *priv = shader_priv;
5809 return priv->ffp_proj_control;
5812 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5814 shader_arb_handle_instruction,
5815 shader_arb_select,
5816 shader_arb_disable,
5817 shader_arb_select_depth_blt,
5818 shader_arb_deselect_depth_blt,
5819 shader_arb_update_float_vertex_constants,
5820 shader_arb_update_float_pixel_constants,
5821 shader_arb_load_constants,
5822 shader_arb_destroy,
5823 shader_arb_alloc,
5824 shader_arb_free,
5825 shader_arb_allocate_context_data,
5826 shader_arb_free_context_data,
5827 shader_arb_init_context_state,
5828 shader_arb_get_caps,
5829 shader_arb_color_fixup_supported,
5830 shader_arb_has_ffp_proj_control,
5833 /* ARB_fragment_program fixed function pipeline replacement definitions */
5834 #define ARB_FFP_CONST_TFACTOR 0
5835 #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5836 #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5837 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5838 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5839 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5840 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5842 struct arbfp_ffp_desc
5844 struct ffp_frag_desc parent;
5845 GLuint shader;
5848 /* Context activation is done by the caller. */
5849 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5851 if (enable)
5853 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5854 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5856 else
5858 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5859 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5863 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5865 struct shader_arb_priv *priv;
5867 /* Share private data between the shader backend and the pipeline
5868 * replacement, if both are the arb implementation. This is needed to
5869 * figure out whether ARBfp should be disabled if no pixel shader is bound
5870 * or not. */
5871 if (shader_backend == &arb_program_shader_backend)
5872 priv = shader_priv;
5873 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5874 return NULL;
5876 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
5877 priv->use_arbfp_fixed_func = TRUE;
5879 return priv;
5882 /* Context activation is done by the caller. */
5883 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5885 const struct wined3d_gl_info *gl_info = context;
5886 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5888 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5889 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5890 HeapFree(GetProcessHeap(), 0, entry_arb);
5893 /* Context activation is done by the caller. */
5894 static void arbfp_free(struct wined3d_device *device)
5896 struct shader_arb_priv *priv = device->fragment_priv;
5898 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5899 priv->use_arbfp_fixed_func = FALSE;
5901 if (device->shader_backend != &arb_program_shader_backend)
5903 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5907 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5909 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5910 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5911 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
5912 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5913 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5914 WINED3DTEXOPCAPS_SELECTARG1 |
5915 WINED3DTEXOPCAPS_SELECTARG2 |
5916 WINED3DTEXOPCAPS_MODULATE4X |
5917 WINED3DTEXOPCAPS_MODULATE2X |
5918 WINED3DTEXOPCAPS_MODULATE |
5919 WINED3DTEXOPCAPS_ADDSIGNED2X |
5920 WINED3DTEXOPCAPS_ADDSIGNED |
5921 WINED3DTEXOPCAPS_ADD |
5922 WINED3DTEXOPCAPS_SUBTRACT |
5923 WINED3DTEXOPCAPS_ADDSMOOTH |
5924 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5925 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5926 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5927 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5928 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5929 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5930 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5931 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5932 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5933 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5934 WINED3DTEXOPCAPS_MULTIPLYADD |
5935 WINED3DTEXOPCAPS_LERP |
5936 WINED3DTEXOPCAPS_BUMPENVMAP |
5937 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5939 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5941 caps->MaxTextureBlendStages = MAX_TEXTURES;
5942 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, MAX_TEXTURES);
5945 static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5947 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5950 static void state_texfactor_arbfp(struct wined3d_context *context,
5951 const struct wined3d_state *state, DWORD state_id)
5953 const struct wined3d_gl_info *gl_info = context->gl_info;
5954 struct wined3d_device *device = context->device;
5955 struct wined3d_color color;
5957 if (device->shader_backend == &arb_program_shader_backend)
5959 struct shader_arb_priv *priv;
5961 /* Don't load the parameter if we're using an arbfp pixel shader,
5962 * otherwise we'll overwrite application provided constants. */
5963 if (use_ps(state))
5964 return;
5966 priv = device->shader_priv;
5967 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5968 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5971 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
5972 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r));
5973 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
5976 static void state_tss_constant_arbfp(struct wined3d_context *context,
5977 const struct wined3d_state *state, DWORD state_id)
5979 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5980 const struct wined3d_gl_info *gl_info = context->gl_info;
5981 struct wined3d_device *device = context->device;
5982 struct wined3d_color color;
5984 if (device->shader_backend == &arb_program_shader_backend)
5986 struct shader_arb_priv *priv;
5988 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5989 * application provided constants.
5991 if (use_ps(state))
5992 return;
5994 priv = device->shader_priv;
5995 priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(stage)] = 1;
5996 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(stage) + 1);
5999 wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
6000 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r));
6001 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
6004 static void state_arb_specularenable(struct wined3d_context *context,
6005 const struct wined3d_state *state, DWORD state_id)
6007 const struct wined3d_gl_info *gl_info = context->gl_info;
6008 struct wined3d_device *device = context->device;
6009 float col[4];
6011 if (device->shader_backend == &arb_program_shader_backend)
6013 struct shader_arb_priv *priv;
6015 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
6016 * application provided constants.
6018 if (use_ps(state))
6019 return;
6021 priv = device->shader_priv;
6022 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
6023 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
6026 if (state->render_states[WINED3D_RS_SPECULARENABLE])
6028 /* The specular color has no alpha */
6029 col[0] = 1.0f; col[1] = 1.0f;
6030 col[2] = 1.0f; col[3] = 0.0f;
6031 } else {
6032 col[0] = 0.0f; col[1] = 0.0f;
6033 col[2] = 0.0f; col[3] = 0.0f;
6035 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
6036 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
6039 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6041 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
6042 const struct wined3d_gl_info *gl_info = context->gl_info;
6043 struct wined3d_device *device = context->device;
6044 float mat[2][2];
6046 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
6048 if (device->shader_backend == &arb_program_shader_backend)
6050 struct shader_arb_priv *priv = device->shader_priv;
6052 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
6053 if (use_ps(state))
6054 return;
6056 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
6057 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
6060 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
6061 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
6062 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
6063 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
6065 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
6066 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
6069 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
6070 const struct wined3d_state *state, DWORD state_id)
6072 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
6073 const struct wined3d_gl_info *gl_info = context->gl_info;
6074 struct wined3d_device *device = context->device;
6075 float param[4];
6077 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
6079 if (device->shader_backend == &arb_program_shader_backend)
6081 struct shader_arb_priv *priv = device->shader_priv;
6083 /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
6084 if (use_ps(state))
6085 return;
6087 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
6088 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
6091 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
6092 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
6093 param[2] = 0.0f;
6094 param[3] = 0.0f;
6096 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
6097 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
6100 static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6102 const struct wined3d_gl_info *gl_info = context->gl_info;
6103 int glParm;
6104 float ref;
6106 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6108 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
6110 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
6111 checkGLcall("glEnable GL_ALPHA_TEST");
6113 else
6115 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
6116 checkGLcall("glDisable GL_ALPHA_TEST");
6117 return;
6120 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
6121 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
6123 if (glParm)
6125 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
6126 checkGLcall("glAlphaFunc");
6130 static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6132 const struct wined3d_texture *texture = state->textures[0];
6133 const struct wined3d_gl_info *gl_info = context->gl_info;
6134 struct wined3d_device *device = context->device;
6135 struct wined3d_color float_key[2];
6137 if (!texture)
6138 return;
6140 if (device->shader_backend == &arb_program_shader_backend)
6142 struct shader_arb_priv *priv;
6144 /* Don't load the parameter if we're using an arbfp pixel shader,
6145 * otherwise we'll overwrite application provided constants. */
6146 if (use_ps(state))
6147 return;
6149 priv = device->shader_priv;
6150 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_LOW] = 1;
6151 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_HIGH] = 1;
6152 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY_HIGH + 1);
6155 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
6157 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r));
6158 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
6159 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r));
6160 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
6163 static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
6165 const char *ret;
6167 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
6169 switch(arg & WINED3DTA_SELECTMASK) {
6170 case WINED3DTA_DIFFUSE:
6171 ret = "fragment.color.primary"; break;
6173 case WINED3DTA_CURRENT:
6174 ret = "ret";
6175 break;
6177 case WINED3DTA_TEXTURE:
6178 switch(stage) {
6179 case 0: ret = "tex0"; break;
6180 case 1: ret = "tex1"; break;
6181 case 2: ret = "tex2"; break;
6182 case 3: ret = "tex3"; break;
6183 case 4: ret = "tex4"; break;
6184 case 5: ret = "tex5"; break;
6185 case 6: ret = "tex6"; break;
6186 case 7: ret = "tex7"; break;
6187 default: ret = "unknown texture";
6189 break;
6191 case WINED3DTA_TFACTOR:
6192 ret = "tfactor"; break;
6194 case WINED3DTA_SPECULAR:
6195 ret = "fragment.color.secondary"; break;
6197 case WINED3DTA_TEMP:
6198 ret = "tempreg"; break;
6200 case WINED3DTA_CONSTANT:
6201 switch(stage) {
6202 case 0: ret = "const0"; break;
6203 case 1: ret = "const1"; break;
6204 case 2: ret = "const2"; break;
6205 case 3: ret = "const3"; break;
6206 case 4: ret = "const4"; break;
6207 case 5: ret = "const5"; break;
6208 case 6: ret = "const6"; break;
6209 case 7: ret = "const7"; break;
6210 default: ret = "unknown constant";
6212 break;
6214 default:
6215 return "unknown";
6218 if(arg & WINED3DTA_COMPLEMENT) {
6219 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6220 if(argnum == 0) ret = "arg0";
6221 if(argnum == 1) ret = "arg1";
6222 if(argnum == 2) ret = "arg2";
6224 if(arg & WINED3DTA_ALPHAREPLICATE) {
6225 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6226 if(argnum == 0) ret = "arg0";
6227 if(argnum == 1) ret = "arg1";
6228 if(argnum == 2) ret = "arg2";
6230 return ret;
6233 static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6234 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6236 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6237 unsigned int mul = 1;
6239 if(color && alpha) dstmask = "";
6240 else if(color) dstmask = ".xyz";
6241 else dstmask = ".w";
6243 if(dst == tempreg) dstreg = "tempreg";
6244 else dstreg = "ret";
6246 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6247 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6248 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6250 switch (op)
6252 case WINED3D_TOP_DISABLE:
6253 break;
6255 case WINED3D_TOP_SELECT_ARG2:
6256 arg1 = arg2;
6257 /* FALLTHROUGH */
6258 case WINED3D_TOP_SELECT_ARG1:
6259 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6260 break;
6262 case WINED3D_TOP_MODULATE_4X:
6263 mul = 2;
6264 /* FALLTHROUGH */
6265 case WINED3D_TOP_MODULATE_2X:
6266 mul *= 2;
6267 /* FALLTHROUGH */
6268 case WINED3D_TOP_MODULATE:
6269 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6270 break;
6272 case WINED3D_TOP_ADD_SIGNED_2X:
6273 mul = 2;
6274 /* FALLTHROUGH */
6275 case WINED3D_TOP_ADD_SIGNED:
6276 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6277 arg2 = "arg2";
6278 /* FALLTHROUGH */
6279 case WINED3D_TOP_ADD:
6280 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6281 break;
6283 case WINED3D_TOP_SUBTRACT:
6284 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6285 break;
6287 case WINED3D_TOP_ADD_SMOOTH:
6288 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6289 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6290 break;
6292 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6293 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6294 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6295 break;
6296 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6297 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6298 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6299 break;
6300 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6301 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6302 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6303 break;
6304 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6305 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6306 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6307 break;
6309 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6310 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6311 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6312 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6313 break;
6315 /* D3DTOP_PREMODULATE ???? */
6317 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6318 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6319 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6320 break;
6321 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6322 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6323 break;
6324 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6325 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6326 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6327 break;
6328 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6329 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6330 break;
6332 case WINED3D_TOP_DOTPRODUCT3:
6333 mul = 4;
6334 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6335 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6336 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6337 break;
6339 case WINED3D_TOP_MULTIPLY_ADD:
6340 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6341 break;
6343 case WINED3D_TOP_LERP:
6344 /* The msdn is not quite right here */
6345 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6346 break;
6348 case WINED3D_TOP_BUMPENVMAP:
6349 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6350 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6351 break;
6353 default:
6354 FIXME("Unhandled texture op %08x\n", op);
6357 if (mul == 2)
6358 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6359 else if (mul == 4)
6360 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6363 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
6365 switch(type)
6367 case WINED3D_GL_RES_TYPE_TEX_1D:
6368 return "1D";
6369 case WINED3D_GL_RES_TYPE_TEX_2D:
6370 return "2D";
6371 case WINED3D_GL_RES_TYPE_TEX_3D:
6372 return "3D";
6373 case WINED3D_GL_RES_TYPE_TEX_CUBE:
6374 return "CUBE";
6375 case WINED3D_GL_RES_TYPE_TEX_RECT:
6376 return "RECT";
6377 default:
6378 return "unexpected_resource_type";
6382 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6384 BYTE tex_read = 0, bump_used = 0, luminance_used = 0, constant_used = 0;
6385 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6386 unsigned int stage, lowest_disabled_stage;
6387 struct wined3d_string_buffer buffer;
6388 struct color_fixup_masks masks;
6389 BOOL custom_linear_fog = FALSE;
6390 const char *textype, *instr;
6391 DWORD arg0, arg1, arg2;
6392 char colorcor_dst[8];
6393 BOOL op_equal;
6394 GLuint ret;
6396 if (!string_buffer_init(&buffer))
6398 ERR("Failed to initialize shader buffer.\n");
6399 return 0;
6402 shader_addline(&buffer, "!!ARBfp1.0\n");
6404 if (settings->color_key_enabled)
6406 shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
6407 shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
6408 tex_read |= 1;
6411 /* Find out which textures are read */
6412 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6414 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6415 break;
6417 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6418 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6419 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6421 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6422 tex_read |= 1u << stage;
6423 if (settings->op[stage].dst == tempreg)
6424 tempreg_used = TRUE;
6425 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6426 tempreg_used = TRUE;
6427 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6428 tfactor_used = TRUE;
6429 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6430 constant_used |= 1u << stage;
6432 switch (settings->op[stage].cop)
6434 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6435 luminance_used |= 1u << stage;
6436 /* fall through */
6437 case WINED3D_TOP_BUMPENVMAP:
6438 bump_used |= 1u << stage;
6439 /* fall through */
6440 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6441 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6442 tex_read |= 1u << stage;
6443 break;
6445 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6446 tfactor_used = TRUE;
6447 break;
6449 default:
6450 break;
6453 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6454 continue;
6456 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6457 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6458 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6460 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6461 tex_read |= 1u << stage;
6462 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6463 tempreg_used = TRUE;
6464 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6465 tfactor_used = TRUE;
6466 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6467 constant_used |= 1u << stage;
6469 lowest_disabled_stage = stage;
6471 switch (settings->fog)
6473 case WINED3D_FFP_PS_FOG_OFF: break;
6474 case WINED3D_FFP_PS_FOG_LINEAR:
6475 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6477 custom_linear_fog = TRUE;
6478 break;
6480 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6481 break;
6483 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6484 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6485 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6488 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6489 shader_addline(&buffer, "TEMP TMP;\n");
6490 shader_addline(&buffer, "TEMP ret;\n");
6491 if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6492 shader_addline(&buffer, "TEMP arg0;\n");
6493 shader_addline(&buffer, "TEMP arg1;\n");
6494 shader_addline(&buffer, "TEMP arg2;\n");
6495 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6497 if (constant_used & (1u << stage))
6498 shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
6500 if (!(tex_read & (1u << stage)))
6501 continue;
6503 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6505 if (!(bump_used & (1u << stage)))
6506 continue;
6507 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6509 if (!(luminance_used & (1u << stage)))
6510 continue;
6511 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6513 if (tfactor_used)
6514 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6515 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6517 if (settings->sRGB_write)
6519 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6520 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
6521 shader_addline(&buffer, ";\n");
6522 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6523 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
6524 shader_addline(&buffer, ";\n");
6527 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6528 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6530 if (tempreg_used || settings->sRGB_write)
6531 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6533 /* Generate texture sampling instructions */
6534 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6536 if (!(tex_read & (1u << stage)))
6537 continue;
6539 textype = arbfp_texture_target(settings->op[stage].tex_type);
6541 if(settings->op[stage].projected == proj_none) {
6542 instr = "TEX";
6543 } else if(settings->op[stage].projected == proj_count4 ||
6544 settings->op[stage].projected == proj_count3) {
6545 instr = "TXP";
6546 } else {
6547 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6548 instr = "TXP";
6551 if (stage > 0
6552 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6553 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6555 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6556 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6557 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6558 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6560 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6561 * so multiply the displacement with the dividing parameter before passing it to TXP
6563 if (settings->op[stage].projected != proj_none) {
6564 if(settings->op[stage].projected == proj_count4) {
6565 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6566 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6567 } else {
6568 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6569 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6571 } else {
6572 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6575 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6576 instr, stage, stage, textype);
6577 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6579 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6580 stage - 1, stage - 1, stage - 1);
6581 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6583 } else if(settings->op[stage].projected == proj_count3) {
6584 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6585 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6586 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6587 instr, stage, stage, textype);
6588 } else {
6589 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6590 instr, stage, stage, stage, textype);
6593 sprintf(colorcor_dst, "tex%u", stage);
6594 masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL);
6595 gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
6596 settings->op[stage].color_fixup, masks);
6599 if (settings->color_key_enabled)
6601 shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6602 shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6603 shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */
6604 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6605 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6606 shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */
6609 shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
6611 /* Generate the main shader */
6612 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6614 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6615 break;
6617 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6618 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6619 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6620 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6621 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6622 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6623 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6624 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6625 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6626 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6627 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6628 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6629 else
6630 op_equal = settings->op[stage].aop == settings->op[stage].cop
6631 && settings->op[stage].carg0 == settings->op[stage].aarg0
6632 && settings->op[stage].carg1 == settings->op[stage].aarg1
6633 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6635 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6637 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6638 settings->op[stage].cop, settings->op[stage].carg0,
6639 settings->op[stage].carg1, settings->op[stage].carg2);
6641 else if (op_equal)
6643 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6644 settings->op[stage].cop, settings->op[stage].carg0,
6645 settings->op[stage].carg1, settings->op[stage].carg2);
6647 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
6648 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6650 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6651 settings->op[stage].cop, settings->op[stage].carg0,
6652 settings->op[stage].carg1, settings->op[stage].carg2);
6653 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6654 settings->op[stage].aop, settings->op[stage].aarg0,
6655 settings->op[stage].aarg1, settings->op[stage].aarg2);
6659 if (settings->sRGB_write || custom_linear_fog)
6661 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6662 if (settings->sRGB_write)
6663 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6664 if (custom_linear_fog)
6665 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6666 shader_addline(&buffer, "MOV result.color, ret;\n");
6668 else
6670 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6673 /* Footer */
6674 shader_addline(&buffer, "END\n");
6676 /* Generate the shader */
6677 GL_EXTCALL(glGenProgramsARB(1, &ret));
6678 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6679 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
6681 string_buffer_free(&buffer);
6682 return ret;
6685 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6687 const struct wined3d_gl_info *gl_info = context->gl_info;
6688 const struct wined3d_device *device = context->device;
6689 struct shader_arb_priv *priv = device->fragment_priv;
6690 BOOL use_pshader = use_ps(state);
6691 struct ffp_frag_settings settings;
6692 const struct arbfp_ffp_desc *desc;
6693 unsigned int i;
6695 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6697 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6699 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6701 /* Reload fixed function constants since they collide with the
6702 * pixel shader constants. */
6703 for (i = 0; i < MAX_TEXTURES; ++i)
6705 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6706 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6708 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6709 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6710 color_key_arbfp(context, state, STATE_COLOR_KEY);
6712 else if (use_pshader)
6714 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6716 return;
6719 if (!use_pshader)
6721 /* Find or create a shader implementing the fixed function pipeline
6722 * settings, then activate it. */
6723 gen_ffp_frag_op(context, state, &settings, FALSE);
6724 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6725 if (!desc)
6727 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6728 if (!new_desc)
6730 ERR("Out of memory\n");
6731 return;
6734 new_desc->parent.settings = settings;
6735 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6736 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6737 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6738 desc = new_desc;
6741 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6742 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6743 * deactivate it.
6745 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6746 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6747 priv->current_fprogram_id = desc->shader;
6749 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6751 /* Reload fixed function constants since they collide with the
6752 * pixel shader constants. */
6753 for (i = 0; i < MAX_TEXTURES; ++i)
6755 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6756 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6758 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6759 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6760 color_key_arbfp(context, state, STATE_COLOR_KEY);
6762 context->last_was_pshader = FALSE;
6764 else if (!context->last_was_pshader)
6766 if (device->shader_backend == &arb_program_shader_backend)
6767 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6768 context->last_was_pshader = TRUE;
6771 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6774 /* We can't link the fog states to the fragment state directly since the
6775 * vertex pipeline links them to FOGENABLE. A different linking in different
6776 * pipeline parts can't be expressed in the combined state table, so we need
6777 * to handle that with a forwarding function. The other invisible side effect
6778 * is that changing the fog start and fog end (which links to FOGENABLE in
6779 * vertex) results in the fragment_prog_arbfp function being called because
6780 * FOGENABLE is dirty, which calls this function here. */
6781 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6783 enum fogsource new_source;
6784 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6785 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6787 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6789 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6790 fragment_prog_arbfp(context, state, state_id);
6792 if (!state->render_states[WINED3D_RS_FOGENABLE])
6793 return;
6795 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6797 if (use_vs(state))
6799 new_source = FOGSOURCE_VS;
6801 else
6803 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6804 new_source = FOGSOURCE_COORD;
6805 else
6806 new_source = FOGSOURCE_FFP;
6809 else
6811 new_source = FOGSOURCE_FFP;
6814 if (new_source != context->fog_source || fogstart == fogend)
6816 context->fog_source = new_source;
6817 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6821 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6823 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6824 fragment_prog_arbfp(context, state, state_id);
6827 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6829 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6830 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6831 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6832 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6833 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6834 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6835 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6836 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6837 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6838 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6839 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6840 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6841 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6842 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6843 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6844 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6845 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6846 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6847 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6848 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6849 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6850 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6851 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6852 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6853 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6854 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6855 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6856 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6857 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6858 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6859 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6860 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6861 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6862 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6863 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6864 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6865 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6866 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6867 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6868 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6869 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6870 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6871 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6872 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6873 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6874 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6875 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6876 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6877 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6878 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6879 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6880 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6881 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6882 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6883 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6884 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6885 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6886 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6887 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6888 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6889 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6890 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6891 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6892 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6893 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6894 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6895 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6896 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6897 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6898 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6899 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6900 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6901 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6902 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6903 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6904 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6905 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6906 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6907 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6908 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6909 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6910 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6911 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6912 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6913 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6914 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6915 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6916 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6917 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6918 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6919 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6920 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6921 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6922 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6923 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6924 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6925 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6926 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6927 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6928 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6929 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6930 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6931 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6932 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6933 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6934 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6935 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6936 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6937 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6938 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6939 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6940 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6941 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6942 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6943 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6944 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6945 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6946 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6947 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6948 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6949 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6950 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6951 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6952 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6953 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
6954 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6955 {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
6956 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6957 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6958 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6959 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6960 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6961 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6962 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6963 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6964 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6965 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6966 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6967 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6968 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6969 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6970 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6971 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6972 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6973 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6974 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6975 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6976 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6977 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6978 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6979 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6980 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6981 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6982 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
6983 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6986 static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
6988 return TRUE;
6991 static void arbfp_free_context_data(struct wined3d_context *context)
6995 const struct fragment_pipeline arbfp_fragment_pipeline = {
6996 arbfp_enable,
6997 arbfp_get_caps,
6998 arbfp_get_emul_mask,
6999 arbfp_alloc,
7000 arbfp_free,
7001 arbfp_alloc_context_data,
7002 arbfp_free_context_data,
7003 shader_arb_color_fixup_supported,
7004 arbfp_fragmentstate_template,
7007 struct arbfp_blit_type
7009 enum complex_fixup fixup : 4;
7010 enum wined3d_gl_resource_type res_type : 3;
7011 DWORD use_color_key : 1;
7012 DWORD padding : 24;
7015 struct arbfp_blit_desc
7017 GLuint shader;
7018 struct arbfp_blit_type type;
7019 struct wine_rb_entry entry;
7022 #define ARBFP_BLIT_PARAM_SIZE 0
7023 #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
7024 #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
7026 struct arbfp_blit_priv
7028 struct wine_rb_tree shaders;
7029 GLuint palette_texture;
7032 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
7034 const struct arbfp_blit_type *ka = key;
7035 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
7037 return memcmp(ka, kb, sizeof(*ka));
7040 /* Context activation is done by the caller. */
7041 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *context)
7043 const struct wined3d_gl_info *gl_info = context;
7044 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7046 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
7047 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
7048 HeapFree(GetProcessHeap(), 0, entry_arb);
7051 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
7053 struct arbfp_blit_priv *priv;
7055 if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
7056 return E_OUTOFMEMORY;
7058 wine_rb_init(&priv->shaders, arbfp_blit_type_compare);
7060 device->blit_priv = priv;
7062 return WINED3D_OK;
7065 /* Context activation is done by the caller. */
7066 static void arbfp_blit_free(struct wined3d_device *device)
7068 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7069 struct arbfp_blit_priv *priv = device->blit_priv;
7071 wine_rb_destroy(&priv->shaders, arbfp_free_blit_shader, &device->adapter->gl_info);
7072 checkGLcall("Delete blit programs");
7074 if (priv->palette_texture)
7075 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
7077 HeapFree(GetProcessHeap(), 0, device->blit_priv);
7078 device->blit_priv = NULL;
7081 static BOOL gen_planar_yuv_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7082 char *luminance)
7084 char chroma;
7085 const char *tex, *texinstr = "TXP";
7087 if (type->fixup == COMPLEX_FIXUP_UYVY)
7089 chroma = 'x';
7090 *luminance = 'w';
7092 else
7094 chroma = 'w';
7095 *luminance = 'x';
7098 tex = arbfp_texture_target(type->res_type);
7099 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
7100 texinstr = "TEX";
7102 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
7103 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
7104 * filtering when we sample the texture.
7106 * These are the rules for reading the chroma:
7108 * Even pixel: Cr
7109 * Even pixel: U
7110 * Odd pixel: V
7112 * So we have to get the sampling x position in non-normalized coordinates in integers
7114 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
7116 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
7117 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
7119 else
7121 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7123 /* We must not allow filtering between pixel x and x+1, this would mix U and V
7124 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7125 * 0.5, so add 0.5.
7127 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7128 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
7130 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
7131 * even and odd pixels respectively
7133 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
7134 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
7136 /* Sample Pixel 1 */
7137 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7139 /* Put the value into either of the chroma values */
7140 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7141 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
7142 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7143 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
7145 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
7146 * the pixel right to the current one. Otherwise, sample the left pixel.
7147 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
7149 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
7150 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
7151 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7153 /* Put the value into the other chroma */
7154 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7155 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
7156 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7157 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
7159 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7160 * the current one and lerp the two U and V values
7163 /* This gives the correctly filtered luminance value */
7164 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
7166 return TRUE;
7169 static BOOL gen_yv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7170 char *luminance)
7172 const char *tex;
7173 static const float yv12_coef[]
7174 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7176 tex = arbfp_texture_target(type->res_type);
7178 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7179 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7180 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7181 * pitch of the luminance plane, the packing into the gl texture is a bit
7182 * unfortunate. If the whole texture is interpreted as luminance data it looks
7183 * approximately like this:
7185 * +----------------------------------+----
7186 * | |
7187 * | |
7188 * | |
7189 * | |
7190 * | | 2
7191 * | LUMINANCE | -
7192 * | | 3
7193 * | |
7194 * | |
7195 * | |
7196 * | |
7197 * +----------------+-----------------+----
7198 * | | |
7199 * | V even rows | V odd rows |
7200 * | | | 1
7201 * +----------------+------------------ -
7202 * | | | 3
7203 * | U even rows | U odd rows |
7204 * | | |
7205 * +----------------+-----------------+----
7206 * | | |
7207 * | 0.5 | 0.5 |
7209 * So it appears as if there are 4 chroma images, but in fact the odd rows
7210 * in the chroma images are in the same row as the even ones. So it is
7211 * kinda tricky to read
7213 * When reading from rectangle textures, keep in mind that the input y coordinates
7214 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7216 shader_addline(buffer, "PARAM yv12_coef = ");
7217 shader_arb_append_imm_vec4(buffer, yv12_coef);
7218 shader_addline(buffer, ";\n");
7220 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7221 /* the chroma planes have only half the width */
7222 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7224 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7225 * the coordinate. Also read the right side of the image when reading odd lines
7227 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7228 * bleeding
7230 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7233 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7235 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7237 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7238 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7240 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7241 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7242 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7243 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7244 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7246 /* clamp, keep the half pixel origin in mind */
7247 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7248 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7249 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7250 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7252 else
7254 /* Read from [size - size+size/4] */
7255 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7256 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7258 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7259 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7260 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7261 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7262 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7263 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7265 /* Make sure to read exactly from the pixel center */
7266 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7267 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7269 /* Clamp */
7270 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7271 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7272 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7273 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7274 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7276 /* Read the texture, put the result into the output register */
7277 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7278 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7280 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7281 * No need to clamp because we're just reusing the already clamped value from above
7283 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7284 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7285 else
7286 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7287 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7288 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7290 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7291 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7292 * values due to filtering
7294 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7295 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7297 /* Multiply the y coordinate by 2/3 and clamp it */
7298 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7299 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7300 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7301 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7303 else
7305 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7306 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7307 * is bigger
7309 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7310 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7311 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7313 *luminance = 'a';
7315 return TRUE;
7318 static BOOL gen_nv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7319 char *luminance)
7321 const char *tex;
7322 static const float nv12_coef[]
7323 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7325 tex = arbfp_texture_target(type->res_type);
7327 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7328 * sized plane where each component is an UV pair. So the effective
7329 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7330 * data it looks approximately like this:
7332 * +----------------------------------+----
7333 * | |
7334 * | |
7335 * | |
7336 * | |
7337 * | | 2
7338 * | LUMINANCE | -
7339 * | | 3
7340 * | |
7341 * | |
7342 * | |
7343 * | |
7344 * +----------------------------------+----
7345 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7346 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7347 * | | 1
7348 * | | -
7349 * | | 3
7350 * | |
7351 * | |
7352 * +----------------------------------+----
7354 * When reading from rectangle textures, keep in mind that the input y coordinates
7355 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7357 shader_addline(buffer, "PARAM nv12_coef = ");
7358 shader_arb_append_imm_vec4(buffer, nv12_coef);
7359 shader_addline(buffer, ";\n");
7361 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7362 /* We only have half the number of chroma pixels. */
7363 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7365 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7367 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7368 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7370 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7372 /* We must not allow filtering horizontally, this would mix U and V.
7373 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7374 * 0.5, so add 0.5. */
7376 /* Convert to non-normalized coordinates so we can find the
7377 * individual pixel. */
7378 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7379 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7380 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7381 * add 0.5 to hit the center of the pixel. */
7382 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7384 /* Convert back to normalized coordinates. */
7385 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7387 /* Clamp, keep the half pixel origin in mind. */
7388 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7389 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7390 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7391 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7393 else
7395 /* Read from [size - size+size/2] */
7396 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7398 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7399 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7400 * add 0.5 to hit the center of the pixel. */
7401 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7403 /* Clamp */
7404 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7405 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7406 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7407 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7408 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7410 /* Read the texture, put the result into the output register. */
7411 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7412 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7414 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7416 /* Add 1/size.x */
7417 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7419 else
7421 /* Add 1 */
7422 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7424 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7425 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7427 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7428 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7429 * values due to filtering. */
7430 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7431 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7433 /* Multiply the y coordinate by 2/3 and clamp it */
7434 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7435 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7436 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7437 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7439 else
7441 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7442 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7443 * is bigger
7445 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7446 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7447 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7449 *luminance = 'a';
7451 return TRUE;
7454 /* Context activation is done by the caller. */
7455 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
7456 const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7458 GLuint shader;
7459 struct wined3d_string_buffer buffer;
7460 const char *tex_target = arbfp_texture_target(type->res_type);
7462 /* This should not happen because we only use this conversion for
7463 * present blits which don't use color keying. */
7464 if (type->use_color_key)
7465 FIXME("Implement P8 color keying.\n");
7467 /* Shader header */
7468 if (!string_buffer_init(&buffer))
7470 ERR("Failed to initialize shader buffer.\n");
7471 return 0;
7474 GL_EXTCALL(glGenProgramsARB(1, &shader));
7475 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7476 if (!shader)
7478 string_buffer_free(&buffer);
7479 return 0;
7482 shader_addline(&buffer, "!!ARBfp1.0\n");
7483 shader_addline(&buffer, "TEMP index;\n");
7485 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7486 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7488 /* The alpha-component contains the palette index */
7489 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7491 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7492 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7494 /* Use the alpha-component as an index in the palette to get the final color */
7495 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7496 shader_addline(&buffer, "END\n");
7498 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7500 string_buffer_free(&buffer);
7502 return shader;
7505 /* Context activation is done by the caller. */
7506 static void upload_palette(const struct wined3d_texture *texture, struct wined3d_context *context)
7508 const struct wined3d_palette *palette = texture->swapchain ? texture->swapchain->palette : NULL;
7509 struct wined3d_device *device = texture->resource.device;
7510 const struct wined3d_gl_info *gl_info = context->gl_info;
7511 struct arbfp_blit_priv *priv = device->blit_priv;
7513 if (!priv->palette_texture)
7514 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7516 GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
7517 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7519 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7521 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7522 /* Make sure we have discrete color levels. */
7523 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7524 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7525 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7526 if (palette)
7528 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7529 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7531 else
7533 static const DWORD black;
7534 FIXME("P8 surface loaded without a palette.\n");
7535 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7536 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7539 /* Switch back to unit 0 in which the 2D texture will be stored. */
7540 context_active_texture(context, gl_info, 0);
7543 /* Context activation is done by the caller. */
7544 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7545 const struct arbfp_blit_type *type)
7547 GLuint shader;
7548 struct wined3d_string_buffer buffer;
7549 char luminance_component;
7551 if (type->use_color_key)
7552 FIXME("Implement YUV color keying.\n");
7554 /* Shader header */
7555 if (!string_buffer_init(&buffer))
7557 ERR("Failed to initialize shader buffer.\n");
7558 return 0;
7561 GL_EXTCALL(glGenProgramsARB(1, &shader));
7562 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7563 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7564 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7565 if (!shader)
7567 string_buffer_free(&buffer);
7568 return 0;
7571 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7572 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7573 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7574 * each single pixel it contains, and one U and one V value shared between both
7575 * pixels.
7577 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7578 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7579 * take the format into account when generating the read swizzles
7581 * Reading the Y value is straightforward - just sample the texture. The hardware
7582 * takes care of filtering in the horizontal and vertical direction.
7584 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7585 * because that would mix the U and V values of one pixel or two adjacent pixels.
7586 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7587 * regardless of the filtering setting. Vertical filtering works automatically
7588 * though - the U and V values of two rows are mixed nicely.
7590 * Apart of avoiding filtering issues, the code has to know which value it just
7591 * read, and where it can find the other one. To determine this, it checks if
7592 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7594 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7595 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7597 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7598 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7599 * in an unfiltered situation. Finding the luminance on the other hand requires
7600 * finding out if it is an odd or even pixel. The real drawback of this approach
7601 * is filtering. This would have to be emulated completely in the shader, reading
7602 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7603 * vertically. Beyond that it would require adjustments to the texture handling
7604 * code to deal with the width scaling
7606 shader_addline(&buffer, "!!ARBfp1.0\n");
7607 shader_addline(&buffer, "TEMP luminance;\n");
7608 shader_addline(&buffer, "TEMP temp;\n");
7609 shader_addline(&buffer, "TEMP chroma;\n");
7610 shader_addline(&buffer, "TEMP texcrd;\n");
7611 shader_addline(&buffer, "TEMP texcrd2;\n");
7612 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7613 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7614 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7616 switch (type->fixup)
7618 case COMPLEX_FIXUP_UYVY:
7619 case COMPLEX_FIXUP_YUY2:
7620 if (!gen_planar_yuv_read(&buffer, type, &luminance_component))
7622 string_buffer_free(&buffer);
7623 return 0;
7625 break;
7627 case COMPLEX_FIXUP_YV12:
7628 if (!gen_yv12_read(&buffer, type, &luminance_component))
7630 string_buffer_free(&buffer);
7631 return 0;
7633 break;
7635 case COMPLEX_FIXUP_NV12:
7636 if (!gen_nv12_read(&buffer, type, &luminance_component))
7638 string_buffer_free(&buffer);
7639 return 0;
7641 break;
7643 default:
7644 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7645 string_buffer_free(&buffer);
7646 return 0;
7649 /* Calculate the final result. Formula is taken from
7650 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7651 * ranges from -0.5 to 0.5
7653 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7655 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7656 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7657 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7658 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7659 shader_addline(&buffer, "END\n");
7661 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7663 string_buffer_free(&buffer);
7665 return shader;
7668 /* Context activation is done by the caller. */
7669 static GLuint arbfp_gen_plain_shader(struct arbfp_blit_priv *priv,
7670 const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7672 GLuint shader;
7673 struct wined3d_string_buffer buffer;
7674 const char *tex_target = arbfp_texture_target(type->res_type);
7676 /* Shader header */
7677 if (!string_buffer_init(&buffer))
7679 ERR("Failed to initialize shader buffer.\n");
7680 return 0;
7683 GL_EXTCALL(glGenProgramsARB(1, &shader));
7684 if (!shader)
7686 string_buffer_free(&buffer);
7687 return 0;
7689 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7691 shader_addline(&buffer, "!!ARBfp1.0\n");
7693 if (type->use_color_key)
7695 shader_addline(&buffer, "TEMP color;\n");
7696 shader_addline(&buffer, "TEMP less, greater;\n");
7697 shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW);
7698 shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH);
7699 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7700 shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */
7701 shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */
7702 shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */
7703 shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */
7704 shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */
7705 shader_addline(&buffer, "KIL -less;\n"); /* discard if true */
7706 shader_addline(&buffer, "MOV result.color, color;\n");
7708 else
7710 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7713 shader_addline(&buffer, "END\n");
7715 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7717 string_buffer_free(&buffer);
7719 return shader;
7722 /* Context activation is done by the caller. */
7723 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
7724 const struct wined3d_color_key *color_key)
7726 const struct wined3d_texture *texture = surface->container;
7727 struct arbfp_blit_priv *priv = blit_priv;
7728 enum complex_fixup fixup;
7729 const struct wined3d_gl_info *gl_info = context->gl_info;
7730 struct wine_rb_entry *entry;
7731 struct arbfp_blit_type type;
7732 struct arbfp_blit_desc *desc;
7733 struct wined3d_color float_color_key[2];
7734 struct wined3d_vec4 size;
7735 GLuint shader;
7737 size.x = wined3d_texture_get_level_pow2_width(texture, surface->texture_level);
7738 size.y = wined3d_texture_get_level_pow2_height(texture, surface->texture_level);
7739 size.z = 1.0f;
7740 size.w = 1.0f;
7742 if (is_complex_fixup(texture->resource.format->color_fixup))
7743 fixup = get_complex_fixup(texture->resource.format->color_fixup);
7744 else
7745 fixup = COMPLEX_FIXUP_NONE;
7747 switch (texture->target)
7749 case GL_TEXTURE_1D:
7750 type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
7751 break;
7753 case GL_TEXTURE_2D:
7754 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7755 break;
7757 case GL_TEXTURE_3D:
7758 type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
7759 break;
7761 case GL_TEXTURE_CUBE_MAP_ARB:
7762 type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
7763 break;
7765 case GL_TEXTURE_RECTANGLE_ARB:
7766 type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
7767 break;
7769 default:
7770 ERR("Unexpected GL texture type %#x.\n", texture->target);
7771 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7773 type.fixup = fixup;
7774 type.use_color_key = !!color_key;
7775 type.padding = 0;
7777 entry = wine_rb_get(&priv->shaders, &type);
7778 if (entry)
7780 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7781 shader = desc->shader;
7783 else
7785 switch (fixup)
7787 case COMPLEX_FIXUP_NONE:
7788 if (!is_identity_fixup(texture->resource.format->color_fixup))
7789 FIXME("Implement support for sign or swizzle fixups.\n");
7790 shader = arbfp_gen_plain_shader(priv, gl_info, &type);
7791 break;
7793 case COMPLEX_FIXUP_P8:
7794 shader = gen_p8_shader(priv, gl_info, &type);
7795 break;
7797 case COMPLEX_FIXUP_YUY2:
7798 case COMPLEX_FIXUP_UYVY:
7799 case COMPLEX_FIXUP_YV12:
7800 case COMPLEX_FIXUP_NV12:
7801 shader = gen_yuv_shader(priv, gl_info, &type);
7802 break;
7805 if (!shader)
7807 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7808 return E_NOTIMPL;
7811 desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
7812 if (!desc)
7813 goto err_out;
7815 desc->type = type;
7816 desc->shader = shader;
7817 if (wine_rb_put(&priv->shaders, &desc->type, &desc->entry) == -1)
7819 err_out:
7820 ERR("Out of memory\n");
7821 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7822 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7823 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7824 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7825 HeapFree(GetProcessHeap(), 0, desc);
7826 return E_OUTOFMEMORY;
7830 if (fixup == COMPLEX_FIXUP_P8)
7831 upload_palette(texture, context);
7833 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7834 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7835 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7836 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7837 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, &size.x));
7838 checkGLcall("glProgramLocalParameter4fvARB");
7839 if (type.use_color_key)
7841 wined3d_format_get_float_color_key(texture->resource.format, color_key, float_color_key);
7842 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7843 ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
7844 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7845 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r));
7846 checkGLcall("glProgramLocalParameter4fvARB");
7849 return WINED3D_OK;
7852 /* Context activation is done by the caller. */
7853 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7855 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7856 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7859 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info,
7860 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
7861 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7862 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7864 enum complex_fixup src_fixup;
7866 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7867 return FALSE;
7869 switch (blit_op)
7871 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
7872 if (!d3d_info->shader_color_key)
7874 /* The conversion modifies the alpha channel so the color key might no longer match. */
7875 TRACE("Color keying not supported with converted textures.\n");
7876 return FALSE;
7878 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
7879 case WINED3D_BLIT_OP_COLOR_BLIT:
7880 break;
7882 default:
7883 TRACE("Unsupported blit_op=%d\n", blit_op);
7884 return FALSE;
7887 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7888 return FALSE;
7890 src_fixup = get_complex_fixup(src_format->color_fixup);
7891 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7893 TRACE("Checking support for fixup:\n");
7894 dump_color_fixup_desc(src_format->color_fixup);
7897 if (!is_identity_fixup(dst_format->color_fixup))
7899 TRACE("Destination fixups are not supported\n");
7900 return FALSE;
7903 if (is_identity_fixup(src_format->color_fixup))
7905 TRACE("[OK]\n");
7906 return TRUE;
7909 /* We only support YUV conversions. */
7910 if (!is_complex_fixup(src_format->color_fixup))
7912 TRACE("[FAILED]\n");
7913 return FALSE;
7916 switch(src_fixup)
7918 case COMPLEX_FIXUP_YUY2:
7919 case COMPLEX_FIXUP_UYVY:
7920 case COMPLEX_FIXUP_YV12:
7921 case COMPLEX_FIXUP_NV12:
7922 case COMPLEX_FIXUP_P8:
7923 TRACE("[OK]\n");
7924 return TRUE;
7926 default:
7927 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7928 TRACE("[FAILED]\n");
7929 return FALSE;
7933 static void arbfp_blit_surface(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
7934 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7935 struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
7936 const struct wined3d_color_key *color_key)
7938 unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
7939 struct wined3d_texture *src_texture = src_surface->container;
7940 struct wined3d_texture *dst_texture = dst_surface->container;
7941 struct wined3d_context *context;
7942 RECT src_rect = *src_rect_in;
7943 RECT dst_rect = *dst_rect_in;
7944 struct wined3d_color_key alpha_test_key;
7946 /* Activate the destination context, set it up for blitting */
7947 context = context_acquire(device, dst_surface);
7949 /* Now load the surface */
7950 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7951 && (surface_get_sub_resource(src_surface)->locations
7952 & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE))
7953 == WINED3D_LOCATION_DRAWABLE
7954 && !wined3d_resource_is_offscreen(&src_texture->resource))
7956 /* Without FBO blits transferring from the drawable to the texture is
7957 * expensive, because we have to flip the data in sysmem. Since we can
7958 * flip in the blitter, we don't actually need that flip anyway. So we
7959 * use the surface's texture as scratch texture, and flip the source
7960 * rectangle instead. */
7961 surface_load_fb_texture(src_surface, FALSE, context);
7963 src_rect.top = wined3d_texture_get_level_height(src_texture, src_surface->texture_level) - src_rect.top;
7964 src_rect.bottom = wined3d_texture_get_level_height(src_texture, src_surface->texture_level) - src_rect.bottom;
7966 else
7967 wined3d_texture_load(src_texture, context, FALSE);
7969 context_apply_blit_state(context, device);
7971 if (!wined3d_resource_is_offscreen(&dst_texture->resource))
7972 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7974 if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
7976 const struct wined3d_format *fmt = src_texture->resource.format;
7977 alpha_test_key.color_space_low_value = 0;
7978 alpha_test_key.color_space_high_value = ~(((1u << fmt->alpha_size) - 1) << fmt->alpha_offset);
7979 color_key = &alpha_test_key;
7982 arbfp_blit_set(device->blit_priv, context, src_surface, color_key);
7984 /* Draw a textured quad */
7985 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7987 /* Leave the opengl state valid for blitting */
7988 arbfp_blit_unset(context->gl_info);
7990 if (wined3d_settings.strict_draw_ordering
7991 || (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture)))
7992 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7994 context_release(context);
7996 wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, dst_texture->resource.draw_binding);
7997 wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~dst_texture->resource.draw_binding);
8000 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
8001 const RECT *rect, const struct wined3d_color *color)
8003 FIXME("Color filling not implemented by arbfp_blit\n");
8004 return WINED3DERR_INVALIDCALL;
8007 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
8008 const RECT *rect, DWORD clear_flags, float depth, DWORD stencil)
8010 FIXME("Depth/stencil filling not implemented by arbfp_blit.\n");
8011 return WINED3DERR_INVALIDCALL;
8014 const struct blit_shader arbfp_blit = {
8015 arbfp_blit_alloc,
8016 arbfp_blit_free,
8017 arbfp_blit_set,
8018 arbfp_blit_unset,
8019 arbfp_blit_supported,
8020 arbfp_blit_color_fill,
8021 arbfp_blit_depth_fill,
8022 arbfp_blit_surface,