user32: Prefer loading color cursors in LoadImage.
[wine.git] / dlls / wined3d / arb_program_shader.c
blobe8da8059ae6323d460233d8c53f438d683474d45
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 2007-2008 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);
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
44 return type == WINED3D_SHADER_TYPE_PIXEL;
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
49 return type == WINED3D_SHADER_TYPE_VERTEX;
52 /* Extract a line. Note that this modifies the source string. */
53 static char *get_line(char **ptr)
55 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 *q = '\0';
65 *ptr = q + 1;
67 return p;
70 static void shader_arb_dump_program_source(const char *source)
72 ULONG source_size;
73 char *ptr, *line, *tmp;
75 source_size = strlen(source) + 1;
76 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
77 if (!tmp)
79 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
80 return;
82 memcpy(tmp, source, source_size);
84 ptr = tmp;
85 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
86 FIXME("\n");
88 HeapFree(GetProcessHeap(), 0, tmp);
91 enum arb_helper_value
93 ARB_ZERO,
94 ARB_ONE,
95 ARB_TWO,
96 ARB_0001,
97 ARB_EPS,
99 ARB_VS_REL_OFFSET
102 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
104 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
106 ERR("Geometry shaders are unsupported\n");
107 return "bad";
110 if (shader == WINED3D_SHADER_TYPE_PIXEL)
112 switch (value)
114 case ARB_ZERO: return "ps_helper_const.x";
115 case ARB_ONE: return "ps_helper_const.y";
116 case ARB_TWO: return "coefmul.x";
117 case ARB_0001: return "ps_helper_const.xxxy";
118 case ARB_EPS: return "ps_helper_const.z";
119 default: break;
122 else
124 switch (value)
126 case ARB_ZERO: return "helper_const.x";
127 case ARB_ONE: return "helper_const.y";
128 case ARB_TWO: return "helper_const.z";
129 case ARB_EPS: return "helper_const.w";
130 case ARB_0001: return "helper_const.xxxy";
131 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
134 FIXME("Unmanaged %s shader helper constant requested: %u\n",
135 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
136 switch (value)
138 case ARB_ZERO: return "0.0";
139 case ARB_ONE: return "1.0";
140 case ARB_TWO: return "2.0";
141 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
142 case ARB_EPS: return "1e-8";
143 default: return "bad";
147 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
149 return state->lowest_disabled_stage < 7;
152 /* ARB_program_shader private data */
154 struct control_frame
156 struct list entry;
157 enum
160 IFC,
161 LOOP,
163 } type;
164 BOOL muting;
165 BOOL outer_loop;
166 union
168 unsigned int loop;
169 unsigned int ifc;
170 } no;
171 struct wined3d_shader_loop_control loop_control;
172 BOOL had_else;
175 struct arb_ps_np2fixup_info
177 struct ps_np2fixup_info super;
178 /* For ARB we need a offset value:
179 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
180 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
181 * array we need an offset to the index inside the program local parameter array. */
182 UINT offset;
185 struct arb_ps_compile_args
187 struct ps_compile_args super;
188 WORD bools;
189 WORD clip; /* only a boolean, use a WORD for alignment */
190 unsigned char loop_ctrl[MAX_CONST_I][3];
193 struct stb_const_desc
195 unsigned char texunit;
196 UINT const_num;
199 struct arb_ps_compiled_shader
201 struct arb_ps_compile_args args;
202 struct arb_ps_np2fixup_info np2fixup_info;
203 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
204 struct stb_const_desc luminanceconst[MAX_TEXTURES];
205 UINT int_consts[MAX_CONST_I];
206 GLuint prgId;
207 UINT ycorrection;
208 unsigned char numbumpenvmatconsts;
209 char num_int_consts;
212 struct arb_vs_compile_args
214 struct vs_compile_args super;
215 union
217 struct
219 WORD bools;
220 unsigned char clip_texcoord;
221 unsigned char clipplane_mask;
222 } boolclip;
223 DWORD boolclip_compare;
224 } clip;
225 DWORD ps_signature;
226 union
228 unsigned char samplers[4];
229 DWORD samplers_compare;
230 } vertex;
231 unsigned char loop_ctrl[MAX_CONST_I][3];
234 struct arb_vs_compiled_shader
236 struct arb_vs_compile_args args;
237 GLuint prgId;
238 UINT int_consts[MAX_CONST_I];
239 char num_int_consts;
240 char need_color_unclamp;
241 UINT pos_fixup;
244 struct recorded_instruction
246 struct wined3d_shader_instruction ins;
247 struct list entry;
250 struct shader_arb_ctx_priv
252 char addr_reg[20];
253 enum
255 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
256 ARB,
257 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
258 NV2,
259 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
261 } target_version;
263 const struct arb_vs_compile_args *cur_vs_args;
264 const struct arb_ps_compile_args *cur_ps_args;
265 const struct arb_ps_compiled_shader *compiled_fprog;
266 const struct arb_vs_compiled_shader *compiled_vprog;
267 struct arb_ps_np2fixup_info *cur_np2fixup_info;
268 struct list control_frames;
269 struct list record;
270 BOOL recording;
271 BOOL muted;
272 unsigned int num_loops, loop_depth, num_ifcs;
273 int aL;
275 unsigned int vs_clipplanes;
276 BOOL footer_written;
277 BOOL in_main_func;
279 /* For 3.0 vertex shaders */
280 const char *vs_output[MAX_REG_OUTPUT];
281 /* For 2.x and earlier vertex shaders */
282 const char *texcrd_output[8], *color_output[2], *fog_output;
284 /* 3.0 pshader input for compatibility with fixed function */
285 const char *ps_input[MAX_REG_INPUT];
288 struct ps_signature
290 struct wined3d_shader_signature_element *sig;
291 DWORD idx;
292 struct wine_rb_entry entry;
295 struct arb_pshader_private {
296 struct arb_ps_compiled_shader *gl_shaders;
297 UINT num_gl_shaders, shader_array_size;
298 DWORD input_signature_idx;
299 DWORD clipplane_emulation;
300 BOOL clamp_consts;
303 struct arb_vshader_private {
304 struct arb_vs_compiled_shader *gl_shaders;
305 UINT num_gl_shaders, shader_array_size;
306 UINT rel_offset;
309 struct shader_arb_priv
311 GLuint current_vprogram_id;
312 GLuint current_fprogram_id;
313 const struct arb_ps_compiled_shader *compiled_fprog;
314 const struct arb_vs_compiled_shader *compiled_vprog;
315 GLuint depth_blt_vprogram_id;
316 GLuint depth_blt_fprogram_id_full[tex_type_count];
317 GLuint depth_blt_fprogram_id_masked[tex_type_count];
318 BOOL use_arbfp_fixed_func;
319 struct wine_rb_tree fragment_shaders;
320 BOOL last_ps_const_clamped;
321 BOOL last_vs_color_unclamp;
323 struct wine_rb_tree signature_tree;
324 DWORD ps_sig_number;
326 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
327 char *vshader_const_dirty, *pshader_const_dirty;
328 const struct wined3d_context *last_context;
330 const struct fragment_pipeline *fragment_pipe;
331 BOOL ffp_proj_control;
334 /* Context activation for state handlers is done by the caller. */
336 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
337 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
339 if (shader_data->rel_offset) return TRUE;
340 if (!reg_maps->usesmova) return FALSE;
341 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
344 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
345 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
347 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
348 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
351 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
352 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
354 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
355 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
356 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
357 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
358 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
359 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
360 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
361 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
362 return FALSE;
365 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
366 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
368 unsigned int ret = 1;
369 /* We use one PARAM for the pos fixup, and in some cases one to load
370 * some immediate values into the shader. */
371 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
372 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
373 return ret;
376 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
377 * When constant_list == NULL, it will load all the constants.
379 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
380 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
382 /* Context activation is done by the caller. */
383 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
384 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
385 const float *constants, char *dirty_consts)
387 struct wined3d_shader_lconst *lconst;
388 DWORD i, j;
389 unsigned int ret;
391 if (TRACE_ON(d3d_constants))
393 for(i = 0; i < max_constants; i++) {
394 if(!dirty_consts[i]) continue;
395 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
396 constants[i * 4 + 0], constants[i * 4 + 1],
397 constants[i * 4 + 2], constants[i * 4 + 3]);
401 i = 0;
403 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
404 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
406 float lcl_const[4];
407 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
408 * shaders, the first 8 constants are marked dirty for reload
410 for(; i < min(8, max_constants); i++) {
411 if(!dirty_consts[i]) continue;
412 dirty_consts[i] = 0;
414 j = 4 * i;
415 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
416 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
417 else lcl_const[0] = constants[j + 0];
419 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
420 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
421 else lcl_const[1] = constants[j + 1];
423 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
424 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
425 else lcl_const[2] = constants[j + 2];
427 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
428 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
429 else lcl_const[3] = constants[j + 3];
431 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
434 /* If further constants are dirty, reload them without clamping.
436 * The alternative is not to touch them, but then we cannot reset the dirty constant count
437 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
438 * above would always re-check the first 8 constants since max_constant remains at the init
439 * value
443 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
445 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
446 * or just reloading *all* constants at once
448 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
450 for(; i < max_constants; i++) {
451 if(!dirty_consts[i]) continue;
453 /* Find the next block of dirty constants */
454 dirty_consts[i] = 0;
455 j = i;
456 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
457 dirty_consts[i] = 0;
460 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
462 } else {
463 for(; i < max_constants; i++) {
464 if(dirty_consts[i]) {
465 dirty_consts[i] = 0;
466 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
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 */
500 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
502 static void shader_arb_load_np2fixup_constants(void *shader_priv,
503 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
505 const struct shader_arb_priv * priv = shader_priv;
507 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
508 if (!use_ps(state)) return;
510 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
511 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
512 UINT i;
513 WORD active = fixup->super.active;
514 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
516 for (i = 0; active; active >>= 1, ++i)
518 const struct wined3d_texture *tex = state->textures[i];
519 const unsigned char idx = fixup->super.idx[i];
520 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
522 if (!(active & 1)) continue;
524 if (!tex) {
525 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
526 continue;
529 if (idx % 2)
531 tex_dim[2] = tex->pow2_matrix[0];
532 tex_dim[3] = tex->pow2_matrix[5];
534 else
536 tex_dim[0] = tex->pow2_matrix[0];
537 tex_dim[1] = tex->pow2_matrix[5];
541 for (i = 0; i < fixup->super.num_consts; ++i) {
542 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
543 fixup->offset + i, &np2fixup_constants[i * 4]));
548 /* Context activation is done by the caller. */
549 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
550 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
552 const struct wined3d_gl_info *gl_info = context->gl_info;
553 unsigned char i;
555 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
557 int texunit = gl_shader->bumpenvmatconst[i].texunit;
559 /* The state manager takes care that this function is always called if the bump env matrix changes */
560 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
561 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
562 gl_shader->bumpenvmatconst[i].const_num, data));
564 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
566 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
567 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
568 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
569 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
571 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
572 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
573 gl_shader->luminanceconst[i].const_num, scale));
576 checkGLcall("Load bumpmap consts");
578 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
580 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
581 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
582 * ycorrection.z: 1.0
583 * ycorrection.w: 0.0
585 float val[4];
586 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
587 val[1] = context->render_offscreen ? 1.0f : -1.0f;
588 val[2] = 1.0f;
589 val[3] = 0.0f;
590 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
591 checkGLcall("y correction loading");
594 if (!gl_shader->num_int_consts) return;
596 for(i = 0; i < MAX_CONST_I; i++)
598 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
600 float val[4];
601 val[0] = (float)state->ps_consts_i[4 * i];
602 val[1] = (float)state->ps_consts_i[4 * i + 1];
603 val[2] = (float)state->ps_consts_i[4 * i + 2];
604 val[3] = -1.0f;
606 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
609 checkGLcall("Load ps int consts");
612 /* Context activation is done by the caller. */
613 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
614 const struct wined3d_context *context, const struct wined3d_state *state)
616 const struct wined3d_gl_info *gl_info = context->gl_info;
617 float position_fixup[4];
618 unsigned char i;
620 /* Upload the position fixup */
621 shader_get_position_fixup(context, state, position_fixup);
622 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
624 if (!gl_shader->num_int_consts) return;
626 for(i = 0; i < MAX_CONST_I; i++)
628 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
630 float val[4];
631 val[0] = (float)state->vs_consts_i[4 * i];
632 val[1] = (float)state->vs_consts_i[4 * i + 1];
633 val[2] = (float)state->vs_consts_i[4 * i + 2];
634 val[3] = -1.0f;
636 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
639 checkGLcall("Load vs int consts");
642 static void shader_arb_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
643 enum wined3d_shader_mode fragment_mode);
646 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
648 * We only support float constants in ARB at the moment, so don't
649 * worry about the Integers or Booleans
651 /* Context activation is done by the caller (state handler). */
652 static void shader_arb_load_constants_internal(const struct wined3d_context *context,
653 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
655 struct wined3d_device *device = context->swapchain->device;
656 const struct wined3d_stateblock *stateblock = device->stateBlock;
657 const struct wined3d_state *state = &stateblock->state;
658 const struct wined3d_gl_info *gl_info = context->gl_info;
659 struct shader_arb_priv *priv = device->shader_priv;
661 if (!from_shader_select)
663 const struct wined3d_shader *vshader = state->vertex_shader, *pshader = state->pixel_shader;
664 if (vshader
665 && (stateblock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants
666 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
667 && (stateblock->changed.vertexShaderConstantsI
668 & vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
670 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
671 shader_arb_select(context,
672 useVertexShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
673 usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
675 else if (pshader
676 && (stateblock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants
677 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
678 && (stateblock->changed.pixelShaderConstantsI
679 & pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
681 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
682 shader_arb_select(context,
683 useVertexShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
684 usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
688 if (context != priv->last_context)
690 memset(priv->vshader_const_dirty, 1,
691 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
692 priv->highest_dirty_vs_const = device->d3d_vshader_constantF;
694 memset(priv->pshader_const_dirty, 1,
695 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
696 priv->highest_dirty_ps_const = device->d3d_pshader_constantF;
698 priv->last_context = context;
701 if (useVertexShader)
703 struct wined3d_shader *vshader = state->vertex_shader;
704 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
706 /* Load DirectX 9 float constants for vertex shader */
707 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
708 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
709 shader_arb_vs_local_constants(gl_shader, context, state);
712 if (usePixelShader)
714 struct wined3d_shader *pshader = state->pixel_shader;
715 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
716 UINT rt_height = state->fb->render_targets[0]->resource.height;
718 /* Load DirectX 9 float constants for pixel shader */
719 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
720 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
721 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
725 static void shader_arb_load_constants(const struct wined3d_context *context, BOOL ps, BOOL vs)
727 shader_arb_load_constants_internal(context, ps, vs, FALSE);
730 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
732 struct wined3d_context *context = context_get_current();
733 struct shader_arb_priv *priv = device->shader_priv;
735 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
736 * context. On a context switch the old context will be fully dirtified */
737 if (!context || context->swapchain->device != device) return;
739 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
740 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
743 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
745 struct wined3d_context *context = context_get_current();
746 struct shader_arb_priv *priv = device->shader_priv;
748 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
749 * context. On a context switch the old context will be fully dirtified */
750 if (!context || context->swapchain->device != device) 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 DWORD *local_const_mapping(const struct wined3d_shader *shader)
758 const struct wined3d_shader_lconst *lconst;
759 DWORD *ret;
760 DWORD idx = 0;
762 if (shader->load_local_constsF || list_empty(&shader->constantsF))
763 return NULL;
765 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * shader->limits.constant_float);
766 if (!ret)
768 ERR("Out of memory\n");
769 return NULL;
772 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
774 ret[lconst->idx] = idx++;
776 return ret;
779 /* Generate the variable & register declarations for the ARB_vertex_program output target */
780 static DWORD shader_generate_arb_declarations(const struct wined3d_shader *shader,
781 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
782 const struct wined3d_gl_info *gl_info, const DWORD *lconst_map,
783 DWORD *num_clipplanes, const struct shader_arb_ctx_priv *ctx)
785 DWORD i, next_local = 0;
786 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
787 const struct wined3d_shader_lconst *lconst;
788 unsigned max_constantsF;
789 DWORD map;
791 /* In pixel shaders, all private constants are program local, we don't need anything
792 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
793 * If we need a private constant the GL implementation will squeeze it in somewhere
795 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
796 * immediate values. The posFixup is loaded using program.env for now, so always
797 * subtract one from the number of constants. If the shader uses indirect addressing,
798 * account for the helper const too because we have to declare all available d3d constants
799 * and don't know which are actually used.
801 if (pshader)
803 max_constantsF = gl_info->limits.arb_ps_native_constants;
804 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
805 if (max_constantsF < 24)
806 max_constantsF = gl_info->limits.arb_ps_float_constants;
808 else
810 const struct arb_vshader_private *shader_data = shader->backend_data;
811 max_constantsF = gl_info->limits.arb_vs_native_constants;
812 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
813 * Also prevents max_constantsF from becoming less than 0 and
814 * wrapping . */
815 if (max_constantsF < 96)
816 max_constantsF = gl_info->limits.arb_vs_float_constants;
818 if (reg_maps->usesrelconstF)
820 DWORD highest_constf = 0, clip_limit;
822 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
823 max_constantsF -= count_bits(reg_maps->integer_constants);
824 max_constantsF -= gl_info->reserved_arb_constants;
826 for (i = 0; i < shader->limits.constant_float; ++i)
828 DWORD idx = i >> 5;
829 DWORD shift = i & 0x1f;
830 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
833 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
835 if(ctx->cur_vs_args->super.clip_enabled)
836 clip_limit = gl_info->limits.clipplanes;
837 else
838 clip_limit = 0;
840 else
842 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
843 clip_limit = min(count_bits(mask), 4);
845 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
846 max_constantsF -= *num_clipplanes;
847 if(*num_clipplanes < clip_limit)
849 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
852 else
854 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
855 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
859 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
861 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
864 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
866 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
869 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
871 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
873 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
877 /* Load local constants using the program-local space,
878 * this avoids reloading them each time the shader is used
880 if (lconst_map)
882 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
884 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
885 lconst_map[lconst->idx]);
886 next_local = max(next_local, lconst_map[lconst->idx] + 1);
890 /* After subtracting privately used constants from the hardware limit(they are loaded as
891 * local constants), make sure the shader doesn't violate the env constant limit
893 if(pshader)
895 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
897 else
899 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
902 /* Avoid declaring more constants than needed */
903 max_constantsF = min(max_constantsF, shader->limits.constant_float);
905 /* we use the array-based constants array if the local constants are marked for loading,
906 * because then we use indirect addressing, or when the local constant list is empty,
907 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
908 * local constants do not declare the loaded constants as an array because ARB compilers usually
909 * do not optimize unused constants away
911 if (reg_maps->usesrelconstF)
913 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
914 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
915 max_constantsF, max_constantsF - 1);
916 } else {
917 for(i = 0; i < max_constantsF; i++) {
918 DWORD idx, mask;
919 idx = i >> 5;
920 mask = 1 << (i & 0x1f);
921 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
923 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
928 return next_local;
931 static const char * const shift_tab[] = {
932 "dummy", /* 0 (none) */
933 "coefmul.x", /* 1 (x2) */
934 "coefmul.y", /* 2 (x4) */
935 "coefmul.z", /* 3 (x8) */
936 "coefmul.w", /* 4 (x16) */
937 "dummy", /* 5 (x32) */
938 "dummy", /* 6 (x64) */
939 "dummy", /* 7 (x128) */
940 "dummy", /* 8 (d256) */
941 "dummy", /* 9 (d128) */
942 "dummy", /* 10 (d64) */
943 "dummy", /* 11 (d32) */
944 "coefdiv.w", /* 12 (d16) */
945 "coefdiv.z", /* 13 (d8) */
946 "coefdiv.y", /* 14 (d4) */
947 "coefdiv.x" /* 15 (d2) */
950 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
951 const struct wined3d_shader_dst_param *dst, char *write_mask)
953 char *ptr = write_mask;
955 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
957 *ptr++ = '.';
958 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
959 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
960 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
961 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
964 *ptr = '\0';
967 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
969 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
970 * but addressed as "rgba". To fix this we need to swap the register's x
971 * and z components. */
972 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
973 char *ptr = swizzle_str;
975 /* swizzle bits fields: wwzzyyxx */
976 DWORD swizzle = param->swizzle;
977 DWORD swizzle_x = swizzle & 0x03;
978 DWORD swizzle_y = (swizzle >> 2) & 0x03;
979 DWORD swizzle_z = (swizzle >> 4) & 0x03;
980 DWORD swizzle_w = (swizzle >> 6) & 0x03;
982 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
983 * generate a swizzle string. Unless we need to our own swizzling. */
984 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
986 *ptr++ = '.';
987 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
988 *ptr++ = swizzle_chars[swizzle_x];
989 } else {
990 *ptr++ = swizzle_chars[swizzle_x];
991 *ptr++ = swizzle_chars[swizzle_y];
992 *ptr++ = swizzle_chars[swizzle_z];
993 *ptr++ = swizzle_chars[swizzle_w];
997 *ptr = '\0';
1000 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
1002 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1003 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1005 if (!strcmp(priv->addr_reg, src)) return;
1007 strcpy(priv->addr_reg, src);
1008 shader_addline(buffer, "ARL A0.x, %s;\n", src);
1011 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1012 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
1014 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1015 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1017 /* oPos, oFog and oPts in D3D */
1018 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1019 const struct wined3d_shader *shader = ins->ctx->shader;
1020 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1021 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1022 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1024 *is_color = FALSE;
1026 switch (reg->type)
1028 case WINED3DSPR_TEMP:
1029 sprintf(register_name, "R%u", reg->idx[0].offset);
1030 break;
1032 case WINED3DSPR_INPUT:
1033 if (pshader)
1035 if (reg_maps->shader_version.major < 3)
1037 if (!reg->idx[0].offset)
1038 strcpy(register_name, "fragment.color.primary");
1039 else
1040 strcpy(register_name, "fragment.color.secondary");
1042 else
1044 if (reg->idx[0].rel_addr)
1046 char rel_reg[50];
1047 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1049 if (!strcmp(rel_reg, "**aL_emul**"))
1051 DWORD idx = ctx->aL + reg->idx[0].offset;
1052 if(idx < MAX_REG_INPUT)
1054 strcpy(register_name, ctx->ps_input[idx]);
1056 else
1058 ERR("Pixel shader input register out of bounds: %u\n", idx);
1059 sprintf(register_name, "out_of_bounds_%u", idx);
1062 else if (reg_maps->input_registers & 0x0300)
1064 /* There are two ways basically:
1066 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1067 * That means trouble if the loop also contains a breakc or if the control values
1068 * aren't local constants.
1069 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1070 * source dynamically. The trouble is that we cannot simply read aL.y because it
1071 * is an ADDRESS register. We could however push it, load .zw with a value and use
1072 * ADAC to load the condition code register and pop it again afterwards
1074 FIXME("Relative input register addressing with more than 8 registers\n");
1076 /* This is better than nothing for now */
1077 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1079 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1081 /* This is problematic because we'd have to consult the ctx->ps_input strings
1082 * for where to find the varying. Some may be "0.0", others can be texcoords or
1083 * colors. This needs either a pipeline replacement to make the vertex shader feed
1084 * proper varyings, or loop unrolling
1086 * For now use the texcoords and hope for the best
1088 FIXME("Non-vertex shader varying input with indirect addressing\n");
1089 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1091 else
1093 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1094 * pulls GL_NV_fragment_program2 in
1096 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1099 else
1101 if (reg->idx[0].offset < MAX_REG_INPUT)
1103 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1105 else
1107 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1108 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1113 else
1115 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
1116 *is_color = TRUE;
1117 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1119 break;
1121 case WINED3DSPR_CONST:
1122 if (!pshader && reg->idx[0].rel_addr)
1124 const struct arb_vshader_private *shader_data = shader->backend_data;
1125 UINT rel_offset = shader_data->rel_offset;
1126 BOOL aL = FALSE;
1127 char rel_reg[50];
1128 if (reg_maps->shader_version.major < 2)
1130 sprintf(rel_reg, "A0.x");
1132 else
1134 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1135 if (ctx->target_version == ARB)
1137 if (!strcmp(rel_reg, "**aL_emul**"))
1139 aL = TRUE;
1140 } else {
1141 shader_arb_request_a0(ins, rel_reg);
1142 sprintf(rel_reg, "A0.x");
1146 if (aL)
1147 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1148 else if (reg->idx[0].offset >= rel_offset)
1149 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1150 else
1151 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1153 else
1155 if (reg_maps->usesrelconstF)
1156 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1157 else
1158 sprintf(register_name, "C%u", reg->idx[0].offset);
1160 break;
1162 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1163 if (pshader)
1165 if (reg_maps->shader_version.major == 1
1166 && reg_maps->shader_version.minor <= 3)
1167 /* In ps <= 1.3, Tx is a temporary register as destination
1168 * to all instructions, and as source to most instructions.
1169 * For some instructions it is the texcoord input. Those
1170 * instructions know about the special use. */
1171 sprintf(register_name, "T%u", reg->idx[0].offset);
1172 else
1173 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1174 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1176 else
1178 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1179 sprintf(register_name, "A%u", reg->idx[0].offset);
1180 else
1181 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1183 break;
1185 case WINED3DSPR_COLOROUT:
1186 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx[0].offset)
1188 strcpy(register_name, "TMP_COLOR");
1190 else
1192 if (ctx->cur_ps_args->super.srgb_correction)
1193 FIXME("sRGB correction on higher render targets.\n");
1194 if (reg_maps->rt_mask > 1)
1195 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1196 else
1197 strcpy(register_name, "result.color");
1199 break;
1201 case WINED3DSPR_RASTOUT:
1202 if (reg->idx[0].offset == 1)
1203 sprintf(register_name, "%s", ctx->fog_output);
1204 else
1205 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1206 break;
1208 case WINED3DSPR_DEPTHOUT:
1209 strcpy(register_name, "result.depth");
1210 break;
1212 case WINED3DSPR_ATTROUT:
1213 /* case WINED3DSPR_OUTPUT: */
1214 if (pshader)
1215 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1216 else
1217 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1218 break;
1220 case WINED3DSPR_TEXCRDOUT:
1221 if (pshader)
1222 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1223 else if (reg_maps->shader_version.major < 3)
1224 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1225 else
1226 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1227 break;
1229 case WINED3DSPR_LOOP:
1230 if(ctx->target_version >= NV2)
1232 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1233 if(pshader) sprintf(register_name, "A0.x");
1234 else sprintf(register_name, "aL.y");
1236 else
1238 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1239 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1240 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1241 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1242 * indexing
1244 sprintf(register_name, "**aL_emul**");
1247 break;
1249 case WINED3DSPR_CONSTINT:
1250 sprintf(register_name, "I%u", reg->idx[0].offset);
1251 break;
1253 case WINED3DSPR_MISCTYPE:
1254 if (!reg->idx[0].offset)
1255 sprintf(register_name, "vpos");
1256 else if (reg->idx[0].offset == 1)
1257 sprintf(register_name, "fragment.facing.x");
1258 else
1259 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1260 break;
1262 default:
1263 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1264 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1265 break;
1269 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1270 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1272 char register_name[255];
1273 char write_mask[6];
1274 BOOL is_color;
1276 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1277 strcpy(str, register_name);
1279 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1280 strcat(str, write_mask);
1283 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1285 switch(channel_source)
1287 case CHANNEL_SOURCE_ZERO: return "0";
1288 case CHANNEL_SOURCE_ONE: return "1";
1289 case CHANNEL_SOURCE_X: return "x";
1290 case CHANNEL_SOURCE_Y: return "y";
1291 case CHANNEL_SOURCE_Z: return "z";
1292 case CHANNEL_SOURCE_W: return "w";
1293 default:
1294 FIXME("Unhandled channel source %#x\n", channel_source);
1295 return "undefined";
1299 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1300 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1302 DWORD mask;
1304 if (is_complex_fixup(fixup))
1306 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1307 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1308 return;
1311 mask = 0;
1312 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1313 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1314 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1315 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1316 mask &= dst_mask;
1318 if (mask)
1320 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1321 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1322 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1325 mask = 0;
1326 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1327 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1328 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1329 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1330 mask &= dst_mask;
1332 if (mask)
1334 char reg_mask[6];
1335 char *ptr = reg_mask;
1337 if (mask != WINED3DSP_WRITEMASK_ALL)
1339 *ptr++ = '.';
1340 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1341 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1342 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1343 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1345 *ptr = '\0';
1347 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1351 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1353 DWORD mod;
1354 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1355 if (!ins->dst_count) return "";
1357 mod = ins->dst[0].modifiers;
1359 /* Silently ignore PARTIALPRECISION if its not supported */
1360 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1362 if(mod & WINED3DSPDM_MSAMPCENTROID)
1364 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1365 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1368 switch(mod)
1370 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1371 return "H_SAT";
1373 case WINED3DSPDM_SATURATE:
1374 return "_SAT";
1376 case WINED3DSPDM_PARTIALPRECISION:
1377 return "H";
1379 case 0:
1380 return "";
1382 default:
1383 FIXME("Unknown modifiers 0x%08x\n", mod);
1384 return "";
1388 #define TEX_PROJ 0x1
1389 #define TEX_BIAS 0x2
1390 #define TEX_LOD 0x4
1391 #define TEX_DERIV 0x10
1393 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1394 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1396 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1397 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1398 const struct wined3d_shader *shader = ins->ctx->shader;
1399 const struct wined3d_texture *texture;
1400 const char *tex_type;
1401 BOOL np2_fixup = FALSE;
1402 struct wined3d_device *device = shader->device;
1403 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1404 const char *mod;
1405 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1407 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1408 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1410 switch(sampler_type) {
1411 case WINED3DSTT_1D:
1412 tex_type = "1D";
1413 break;
1415 case WINED3DSTT_2D:
1416 texture = device->stateBlock->state.textures[sampler_idx];
1417 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1419 tex_type = "RECT";
1420 } else {
1421 tex_type = "2D";
1423 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1425 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1427 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1428 else np2_fixup = TRUE;
1431 break;
1433 case WINED3DSTT_VOLUME:
1434 tex_type = "3D";
1435 break;
1437 case WINED3DSTT_CUBE:
1438 tex_type = "CUBE";
1439 break;
1441 default:
1442 ERR("Unexpected texture type %d\n", sampler_type);
1443 tex_type = "";
1446 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1447 * so don't use shader_arb_get_modifier
1449 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1450 else mod = "";
1452 /* Fragment samplers always have indentity mapping */
1453 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1455 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1458 if (flags & TEX_DERIV)
1460 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1461 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1462 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1463 dsx, dsy,sampler_idx, tex_type);
1465 else if(flags & TEX_LOD)
1467 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1468 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1469 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1470 sampler_idx, tex_type);
1472 else if (flags & TEX_BIAS)
1474 /* Shouldn't be possible, but let's check for it */
1475 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1476 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1477 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1479 else if (flags & TEX_PROJ)
1481 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1483 else
1485 if (np2_fixup)
1487 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1488 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1489 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1491 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1493 else
1494 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1497 if (pshader)
1499 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1500 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1501 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1502 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1506 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1507 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1509 /* Generate a line that does the input modifier computation and return the input register to use */
1510 BOOL is_color = FALSE;
1511 char regstr[256];
1512 char swzstr[20];
1513 int insert_line;
1514 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1515 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1516 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1517 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1519 /* Assume a new line will be added */
1520 insert_line = 1;
1522 /* Get register name */
1523 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1524 shader_arb_get_swizzle(src, is_color, swzstr);
1526 switch (src->modifiers)
1528 case WINED3DSPSM_NONE:
1529 sprintf(outregstr, "%s%s", regstr, swzstr);
1530 insert_line = 0;
1531 break;
1532 case WINED3DSPSM_NEG:
1533 sprintf(outregstr, "-%s%s", regstr, swzstr);
1534 insert_line = 0;
1535 break;
1536 case WINED3DSPSM_BIAS:
1537 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1538 break;
1539 case WINED3DSPSM_BIASNEG:
1540 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1541 break;
1542 case WINED3DSPSM_SIGN:
1543 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1544 break;
1545 case WINED3DSPSM_SIGNNEG:
1546 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1547 break;
1548 case WINED3DSPSM_COMP:
1549 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1550 break;
1551 case WINED3DSPSM_X2:
1552 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1553 break;
1554 case WINED3DSPSM_X2NEG:
1555 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1556 break;
1557 case WINED3DSPSM_DZ:
1558 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1559 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1560 break;
1561 case WINED3DSPSM_DW:
1562 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1563 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1564 break;
1565 case WINED3DSPSM_ABS:
1566 if(ctx->target_version >= NV2) {
1567 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1568 insert_line = 0;
1569 } else {
1570 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1572 break;
1573 case WINED3DSPSM_ABSNEG:
1574 if(ctx->target_version >= NV2) {
1575 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1576 } else {
1577 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1578 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1580 insert_line = 0;
1581 break;
1582 default:
1583 sprintf(outregstr, "%s%s", regstr, swzstr);
1584 insert_line = 0;
1587 /* Return modified or original register, with swizzle */
1588 if (insert_line)
1589 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1592 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1594 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1595 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1596 DWORD sampler_code = dst->reg.idx[0].offset;
1597 char dst_name[50];
1598 char src_name[2][50];
1600 shader_arb_get_dst_param(ins, dst, dst_name);
1602 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1604 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1605 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1606 * temps is done.
1608 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1609 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1610 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1611 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1612 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1614 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1615 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1618 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1620 *extra_char = ' ';
1621 switch(mod)
1623 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1624 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1625 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1626 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1627 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1628 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1629 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1630 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1631 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1632 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1633 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1634 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1635 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1637 FIXME("Unknown modifier %u\n", mod);
1638 return mod;
1641 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1643 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1644 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1645 char dst_name[50];
1646 char src_name[3][50];
1647 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1648 ins->ctx->reg_maps->shader_version.minor);
1650 shader_arb_get_dst_param(ins, dst, dst_name);
1651 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1653 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1654 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1656 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1658 else
1660 struct wined3d_shader_src_param src0_copy = ins->src[0];
1661 char extra_neg;
1663 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1664 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1666 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1667 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1668 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1669 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1670 dst_name, src_name[1], src_name[2]);
1674 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1676 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1677 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1678 char dst_name[50];
1679 char src_name[3][50];
1681 shader_arb_get_dst_param(ins, dst, dst_name);
1683 /* Generate input register names (with modifiers) */
1684 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1685 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1686 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1688 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1689 dst_name, src_name[0], src_name[2], src_name[1]);
1692 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1693 * dst = dot2(src0, src1) + src2 */
1694 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1696 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1697 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1698 char dst_name[50];
1699 char src_name[3][50];
1700 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1702 shader_arb_get_dst_param(ins, dst, dst_name);
1703 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1704 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1706 if(ctx->target_version >= NV3)
1708 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1709 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1710 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1711 dst_name, src_name[0], src_name[1], src_name[2]);
1713 else if(ctx->target_version >= NV2)
1715 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1716 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1717 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1718 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1720 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1722 * .xyxy and other swizzles that we could get with this are not valid in
1723 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1725 struct wined3d_shader_src_param tmp_param = ins->src[1];
1726 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1727 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1729 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1731 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1732 dst_name, src_name[2], src_name[0], src_name[1]);
1734 else
1736 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1737 /* 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]
1738 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1740 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1741 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1742 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1743 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1747 /* Map the opcode 1-to-1 to the GL code */
1748 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1750 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1751 const char *instruction;
1752 char arguments[256], dst_str[50];
1753 unsigned int i;
1754 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1756 switch (ins->handler_idx)
1758 case WINED3DSIH_ABS: instruction = "ABS"; break;
1759 case WINED3DSIH_ADD: instruction = "ADD"; break;
1760 case WINED3DSIH_CRS: instruction = "XPD"; break;
1761 case WINED3DSIH_DP3: instruction = "DP3"; break;
1762 case WINED3DSIH_DP4: instruction = "DP4"; break;
1763 case WINED3DSIH_DST: instruction = "DST"; break;
1764 case WINED3DSIH_FRC: instruction = "FRC"; break;
1765 case WINED3DSIH_LIT: instruction = "LIT"; break;
1766 case WINED3DSIH_LRP: instruction = "LRP"; break;
1767 case WINED3DSIH_MAD: instruction = "MAD"; break;
1768 case WINED3DSIH_MAX: instruction = "MAX"; break;
1769 case WINED3DSIH_MIN: instruction = "MIN"; break;
1770 case WINED3DSIH_MOV: instruction = "MOV"; break;
1771 case WINED3DSIH_MUL: instruction = "MUL"; break;
1772 case WINED3DSIH_SGE: instruction = "SGE"; break;
1773 case WINED3DSIH_SLT: instruction = "SLT"; break;
1774 case WINED3DSIH_SUB: instruction = "SUB"; break;
1775 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1776 case WINED3DSIH_DSX: instruction = "DDX"; break;
1777 default: instruction = "";
1778 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1779 break;
1782 /* Note that shader_arb_add_dst_param() adds spaces. */
1783 arguments[0] = '\0';
1784 shader_arb_get_dst_param(ins, dst, dst_str);
1785 for (i = 0; i < ins->src_count; ++i)
1787 char operand[100];
1788 strcat(arguments, ", ");
1789 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1790 strcat(arguments, operand);
1792 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1795 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1797 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1799 const struct wined3d_shader *shader = ins->ctx->shader;
1800 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1801 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1802 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1803 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1804 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1805 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1807 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1808 char src0_param[256];
1810 if (ins->handler_idx == WINED3DSIH_MOVA)
1812 const struct arb_vshader_private *shader_data = shader->backend_data;
1813 char write_mask[6];
1814 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1816 if(ctx->target_version >= NV2) {
1817 shader_hw_map2gl(ins);
1818 return;
1820 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1821 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1823 /* This implements the mova formula used in GLSL. The first two instructions
1824 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1825 * in this case:
1826 * mova A0.x, 0.0
1828 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1830 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1831 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1833 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1834 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1836 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1837 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1838 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1839 if (shader_data->rel_offset)
1841 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1843 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1845 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1847 else if (reg_maps->shader_version.major == 1
1848 && !shader_is_pshader_version(reg_maps->shader_version.type)
1849 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1851 const struct arb_vshader_private *shader_data = shader->backend_data;
1852 src0_param[0] = '\0';
1854 if (shader_data->rel_offset)
1856 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1857 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1858 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1859 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1861 else
1863 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1864 * with more than one component. Thus replicate the first source argument over all
1865 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1866 struct wined3d_shader_src_param tmp_src = ins->src[0];
1867 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1868 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1869 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1872 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1874 if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov)
1876 shader_addline(buffer, "#mov handled in srgb write code\n");
1877 return;
1879 shader_hw_map2gl(ins);
1881 else
1883 shader_hw_map2gl(ins);
1887 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1889 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1890 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1891 char reg_dest[40];
1893 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1894 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1896 shader_arb_get_dst_param(ins, dst, reg_dest);
1898 if (ins->ctx->reg_maps->shader_version.major >= 2)
1900 const char *kilsrc = "TA";
1901 BOOL is_color;
1903 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1904 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1906 kilsrc = reg_dest;
1908 else
1910 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1911 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1912 * masked out components to 0(won't kill)
1914 char x = '0', y = '0', z = '0', w = '0';
1915 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1916 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1917 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1918 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1919 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1921 shader_addline(buffer, "KIL %s;\n", kilsrc);
1923 else
1925 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1926 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1928 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1929 * or pass in any temporary register(in shader phase 2)
1931 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1932 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1933 else
1934 shader_arb_get_dst_param(ins, dst, reg_dest);
1935 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1936 shader_addline(buffer, "KIL TA;\n");
1940 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1942 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1943 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1944 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1945 ins->ctx->reg_maps->shader_version.minor);
1946 struct wined3d_shader_src_param src;
1948 char reg_dest[40];
1949 char reg_coord[40];
1950 DWORD reg_sampler_code;
1951 WORD myflags = 0;
1952 BOOL swizzle_coord = FALSE;
1954 /* All versions have a destination register */
1955 shader_arb_get_dst_param(ins, dst, reg_dest);
1957 /* 1.0-1.4: Use destination register number as texture code.
1958 2.0+: Use provided sampler number as texure code. */
1959 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1960 reg_sampler_code = dst->reg.idx[0].offset;
1961 else
1962 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1964 /* 1.0-1.3: Use the texcoord varying.
1965 1.4+: Use provided coordinate source register. */
1966 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1967 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1968 else {
1969 /* TEX is the only instruction that can handle DW and DZ natively */
1970 src = ins->src[0];
1971 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1972 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1973 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1976 /* projection flag:
1977 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1978 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1979 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1981 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1983 DWORD flags = 0;
1984 if (reg_sampler_code < MAX_TEXTURES)
1985 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1986 if (flags & WINED3D_PSARGS_PROJECTED)
1988 myflags |= TEX_PROJ;
1989 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1990 swizzle_coord = TRUE;
1993 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1995 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1996 if (src_mod == WINED3DSPSM_DZ)
1998 swizzle_coord = TRUE;
1999 myflags |= TEX_PROJ;
2000 } else if(src_mod == WINED3DSPSM_DW) {
2001 myflags |= TEX_PROJ;
2003 } else {
2004 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2005 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2008 if (swizzle_coord)
2010 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2011 * reg_coord is a read-only varying register, so we need a temp reg */
2012 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2013 strcpy(reg_coord, "TA");
2016 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2019 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2021 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2022 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2023 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2024 ins->ctx->reg_maps->shader_version.minor);
2025 char dst_str[50];
2027 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2029 DWORD reg = dst->reg.idx[0].offset;
2031 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2032 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2033 } else {
2034 char reg_src[40];
2036 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2037 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2038 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2042 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2044 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2045 DWORD flags = 0;
2047 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2048 char dst_str[50];
2049 char src_str[50];
2051 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2052 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2053 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2054 /* Move .x first in case src_str is "TA" */
2055 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2056 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2057 if (reg1 < MAX_TEXTURES)
2059 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2060 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2062 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2065 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2067 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2069 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2070 char dst_str[50];
2071 char src_str[50];
2073 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2074 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2075 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2076 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2077 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2078 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2081 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2083 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2084 char dst_str[50];
2085 char src_str[50];
2087 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2088 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2089 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2090 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2093 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2095 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2096 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2097 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2098 char reg_coord[40], dst_reg[50], src_reg[50];
2099 DWORD reg_dest_code;
2101 /* All versions have a destination register. The Tx where the texture coordinates come
2102 * from is the varying incarnation of the texture register
2104 reg_dest_code = dst->reg.idx[0].offset;
2105 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2106 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2107 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2109 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2110 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2112 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2113 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2115 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2116 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2117 * extension.
2119 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2120 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2121 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2122 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2124 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2125 * so we can't let the GL handle this.
2127 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2128 & WINED3D_PSARGS_PROJECTED)
2130 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2131 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2132 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2133 } else {
2134 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2137 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2139 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2141 /* No src swizzles are allowed, so this is ok */
2142 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2143 src_reg, reg_dest_code, reg_dest_code);
2144 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2148 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2150 DWORD reg = ins->dst[0].reg.idx[0].offset;
2151 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2152 char src0_name[50], dst_name[50];
2153 BOOL is_color;
2154 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2156 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2157 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2158 * T<reg+1> register. Use this register to store the calculated vector
2160 tmp_reg.idx[0].offset = reg + 1;
2161 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2162 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2165 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2167 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2168 DWORD flags;
2169 DWORD reg = ins->dst[0].reg.idx[0].offset;
2170 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2171 char dst_str[50];
2172 char src0_name[50];
2173 char dst_reg[50];
2174 BOOL is_color;
2176 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2177 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2179 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2180 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2181 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2182 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2183 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2186 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2188 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2189 DWORD reg = ins->dst[0].reg.idx[0].offset;
2190 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2191 char src0_name[50], dst_name[50];
2192 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2193 BOOL is_color;
2195 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2196 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2197 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2199 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2200 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2202 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2203 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2204 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2205 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2208 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2210 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2211 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2212 DWORD flags;
2213 DWORD reg = ins->dst[0].reg.idx[0].offset;
2214 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2215 char dst_str[50];
2216 char src0_name[50], dst_name[50];
2217 BOOL is_color;
2219 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2220 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2221 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2223 /* Sample the texture using the calculated coordinates */
2224 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2225 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2226 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2227 tex_mx->current_row = 0;
2230 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2232 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2233 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2234 DWORD flags;
2235 DWORD reg = ins->dst[0].reg.idx[0].offset;
2236 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2237 char dst_str[50];
2238 char src0_name[50];
2239 char dst_reg[50];
2240 BOOL is_color;
2242 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2243 * components for temporary data storage
2245 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2246 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2247 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2249 /* Construct the eye-ray vector from w coordinates */
2250 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2251 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2252 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2254 /* Calculate reflection vector
2256 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2257 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2258 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2259 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2260 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2261 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2262 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
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_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2268 tex_mx->current_row = 0;
2271 static void pshader_hw_texm3x3spec(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_shader_buffer *buffer = ins->ctx->buffer;
2278 char dst_str[50];
2279 char src0_name[50];
2280 char src1_name[50];
2281 char dst_reg[50];
2282 BOOL is_color;
2284 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2285 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2286 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2287 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2288 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2290 /* Calculate reflection vector.
2292 * dot(N, E)
2293 * dst_reg.xyz = 2 * --------- * N - E
2294 * dot(N, N)
2296 * Which normalizes the normal vector
2298 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2299 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2300 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2301 shader_addline(buffer, "MUL %s.w, %s.w, TC.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, -%s;\n", dst_reg, dst_reg, src1_name);
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_texdepth(const struct wined3d_shader_instruction *ins)
2314 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2315 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2316 char dst_name[50];
2317 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2318 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2320 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2321 * which is essentially an input, is the destination register because it is the first
2322 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2323 * here(writemasks/swizzles are not valid on texdepth)
2325 shader_arb_get_dst_param(ins, dst, dst_name);
2327 /* According to the msdn, the source register(must be r5) is unusable after
2328 * the texdepth instruction, so we're free to modify it
2330 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2332 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2333 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2334 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2336 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2337 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2338 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2339 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2342 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2343 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2344 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2345 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2347 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2348 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2349 char src0[50];
2350 char dst_str[50];
2352 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2353 shader_addline(buffer, "MOV TB, 0.0;\n");
2354 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2356 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2357 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2360 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2361 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2362 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2364 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2365 char src0[50];
2366 char dst_str[50];
2367 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2369 /* Handle output register */
2370 shader_arb_get_dst_param(ins, dst, dst_str);
2371 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2372 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2375 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2376 * Perform the 3rd row of a 3x3 matrix multiply */
2377 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2379 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2380 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2381 char dst_str[50], dst_name[50];
2382 char src0[50];
2383 BOOL is_color;
2385 shader_arb_get_dst_param(ins, dst, dst_str);
2386 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2387 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2388 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2389 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2392 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2393 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2394 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2395 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2397 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2399 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2400 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2401 char src0[50], dst_name[50];
2402 BOOL is_color;
2403 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2404 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2406 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2407 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2408 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2410 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2411 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2412 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2414 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2415 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2416 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2417 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2420 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2421 Vertex/Pixel shaders to ARB_vertex_program codes */
2422 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2424 int i;
2425 int nComponents = 0;
2426 struct wined3d_shader_dst_param tmp_dst = {{0}};
2427 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2428 struct wined3d_shader_instruction tmp_ins;
2430 memset(&tmp_ins, 0, sizeof(tmp_ins));
2432 /* Set constants for the temporary argument */
2433 tmp_ins.ctx = ins->ctx;
2434 tmp_ins.dst_count = 1;
2435 tmp_ins.dst = &tmp_dst;
2436 tmp_ins.src_count = 2;
2437 tmp_ins.src = tmp_src;
2439 switch(ins->handler_idx)
2441 case WINED3DSIH_M4x4:
2442 nComponents = 4;
2443 tmp_ins.handler_idx = WINED3DSIH_DP4;
2444 break;
2445 case WINED3DSIH_M4x3:
2446 nComponents = 3;
2447 tmp_ins.handler_idx = WINED3DSIH_DP4;
2448 break;
2449 case WINED3DSIH_M3x4:
2450 nComponents = 4;
2451 tmp_ins.handler_idx = WINED3DSIH_DP3;
2452 break;
2453 case WINED3DSIH_M3x3:
2454 nComponents = 3;
2455 tmp_ins.handler_idx = WINED3DSIH_DP3;
2456 break;
2457 case WINED3DSIH_M3x2:
2458 nComponents = 2;
2459 tmp_ins.handler_idx = WINED3DSIH_DP3;
2460 break;
2461 default:
2462 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2463 break;
2466 tmp_dst = ins->dst[0];
2467 tmp_src[0] = ins->src[0];
2468 tmp_src[1] = ins->src[1];
2469 for (i = 0; i < nComponents; ++i)
2471 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2472 shader_hw_map2gl(&tmp_ins);
2473 ++tmp_src[1].reg.idx[0].offset;
2477 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2479 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2481 char dst[50];
2482 char src[50];
2484 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2485 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2486 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2488 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2489 * .w is used
2491 strcat(src, ".w");
2494 shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2497 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2499 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2500 const char *instruction;
2502 char dst[50];
2503 char src[50];
2505 switch(ins->handler_idx)
2507 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2508 case WINED3DSIH_RCP: instruction = "RCP"; break;
2509 case WINED3DSIH_EXP: instruction = "EX2"; break;
2510 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2511 default: instruction = "";
2512 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2513 break;
2516 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2517 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2518 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2520 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2521 * .w is used
2523 strcat(src, ".w");
2526 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2529 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2531 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2532 char dst_name[50];
2533 char src_name[50];
2534 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2535 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2536 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2538 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2539 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2541 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2542 * otherwise NRM or RSQ would return NaN */
2543 if(pshader && priv->target_version >= NV3)
2545 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2547 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2549 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2550 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2551 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2553 else if(priv->target_version >= NV2)
2555 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2556 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2557 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2558 src_name);
2560 else
2562 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2564 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2565 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2566 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2568 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2569 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2571 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2572 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2573 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2574 src_name);
2578 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2580 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2581 char dst_name[50];
2582 char src_name[3][50];
2584 /* ARB_fragment_program has a convenient LRP instruction */
2585 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2586 shader_hw_map2gl(ins);
2587 return;
2590 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2591 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2592 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2593 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2595 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2596 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2597 dst_name, src_name[0], src_name[2]);
2600 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2602 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2603 * must contain fixed constants. So we need a separate function to filter those constants and
2604 * can't use map2gl
2606 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2607 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2608 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2609 char dst_name[50];
2610 char src_name0[50], src_name1[50], src_name2[50];
2611 BOOL is_color;
2613 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2614 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2615 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2616 /* No modifiers are supported on SCS */
2617 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2619 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2621 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2622 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2624 } else if(priv->target_version >= NV2) {
2625 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2627 /* Sincos writemask must be .x, .y or .xy */
2628 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2629 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2630 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2631 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2632 } else {
2633 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2634 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2636 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2637 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2639 * The constants we get are:
2641 * +1 +1, -1 -1 +1 +1 -1 -1
2642 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2643 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2645 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2647 * (x/2)^2 = x^2 / 4
2648 * (x/2)^3 = x^3 / 8
2649 * (x/2)^4 = x^4 / 16
2650 * (x/2)^5 = x^5 / 32
2651 * etc
2653 * To get the final result:
2654 * sin(x) = 2 * sin(x/2) * cos(x/2)
2655 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2656 * (from sin(x+y) and cos(x+y) rules)
2658 * As per MSDN, dst.z is undefined after the operation, and so is
2659 * dst.x and dst.y if they're masked out by the writemask. Ie
2660 * sincos dst.y, src1, c0, c1
2661 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2662 * vsa.exe also stops with an error if the dest register is the same register as the source
2663 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2664 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2666 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2667 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2668 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2670 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2671 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2672 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2673 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2674 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2675 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2677 /* sin(x/2)
2679 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2680 * properly merge that with MULs in the code above?
2681 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2682 * we can merge the sine and cosine MAD rows to calculate them together.
2684 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2685 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2686 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2687 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2689 /* cos(x/2) */
2690 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2691 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2692 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2694 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2695 /* cos x */
2696 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2697 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2699 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2700 /* sin x */
2701 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2702 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2707 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2709 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2710 char dst_name[50];
2711 char src_name[50];
2712 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2714 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2715 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2717 /* SGN is only valid in vertex shaders */
2718 if(ctx->target_version >= NV2) {
2719 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2720 return;
2723 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2724 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2726 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2727 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2728 } else {
2729 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2730 * Then use TA, and calculate the final result
2732 * Not reading from TA? Store the first result in TA to avoid overwriting the
2733 * destination if src reg = dst reg
2735 if(strstr(src_name, "TA"))
2737 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2738 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2739 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2741 else
2743 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2744 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2745 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2750 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2752 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2753 char src[50];
2754 char dst[50];
2755 char dst_name[50];
2756 BOOL is_color;
2758 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2759 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2760 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2762 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2763 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2766 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2768 *need_abs = FALSE;
2770 switch(mod)
2772 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2773 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2774 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2775 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2776 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2777 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2778 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2779 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2780 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2781 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2782 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2783 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2784 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2786 FIXME("Unknown modifier %u\n", mod);
2787 return mod;
2790 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2792 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2793 char src0[50], dst[50];
2794 struct wined3d_shader_src_param src0_copy = ins->src[0];
2795 BOOL need_abs = FALSE;
2796 const char *instr;
2798 switch(ins->handler_idx)
2800 case WINED3DSIH_LOG: instr = "LG2"; break;
2801 case WINED3DSIH_LOGP: instr = "LOG"; break;
2802 default:
2803 ERR("Unexpected instruction %d\n", ins->handler_idx);
2804 return;
2807 /* LOG and LOGP operate on the absolute value of the input */
2808 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2810 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2811 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2813 if(need_abs)
2815 shader_addline(buffer, "ABS TA, %s;\n", src0);
2816 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2818 else
2820 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2824 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2826 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2827 char src0[50], src1[50], dst[50];
2828 struct wined3d_shader_src_param src0_copy = ins->src[0];
2829 BOOL need_abs = FALSE;
2830 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2831 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2833 /* POW operates on the absolute value of the input */
2834 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2836 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2837 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2838 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2840 if (need_abs)
2841 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2842 else
2843 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2845 if (priv->target_version >= NV2)
2847 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2848 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2849 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2851 else
2853 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2854 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2856 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2857 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2858 /* Possibly add flt_eps to avoid getting float special values */
2859 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2860 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2861 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2862 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2866 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2868 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2869 char src_name[50];
2870 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2872 /* src0 is aL */
2873 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2875 if(vshader)
2877 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2878 struct list *e = list_head(&priv->control_frames);
2879 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2881 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2882 /* The constant loader makes sure to load -1 into iX.w */
2883 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2884 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2885 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2887 else
2889 shader_addline(buffer, "LOOP %s;\n", src_name);
2893 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2895 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2896 char src_name[50];
2897 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2899 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2901 /* The constant loader makes sure to load -1 into iX.w */
2902 if(vshader)
2904 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2905 struct list *e = list_head(&priv->control_frames);
2906 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2908 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2910 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2911 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2912 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2914 else
2916 shader_addline(buffer, "REP %s;\n", src_name);
2920 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2922 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2923 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2925 if(vshader)
2927 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2928 struct list *e = list_head(&priv->control_frames);
2929 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2931 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2932 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2933 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2935 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2937 else
2939 shader_addline(buffer, "ENDLOOP;\n");
2943 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2945 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2946 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2948 if(vshader)
2950 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2951 struct list *e = list_head(&priv->control_frames);
2952 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2954 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2955 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2956 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2958 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2960 else
2962 shader_addline(buffer, "ENDREP;\n");
2966 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2968 struct control_frame *control_frame;
2970 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2972 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2974 ERR("Could not find loop for break\n");
2975 return NULL;
2978 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2980 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2981 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2982 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2984 if(vshader)
2986 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2988 else
2990 shader_addline(buffer, "BRK;\n");
2994 static const char *get_compare(enum wined3d_shader_rel_op op)
2996 switch (op)
2998 case WINED3D_SHADER_REL_OP_GT: return "GT";
2999 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
3000 case WINED3D_SHADER_REL_OP_GE: return "GE";
3001 case WINED3D_SHADER_REL_OP_LT: return "LT";
3002 case WINED3D_SHADER_REL_OP_NE: return "NE";
3003 case WINED3D_SHADER_REL_OP_LE: return "LE";
3004 default:
3005 FIXME("Unrecognized operator %#x.\n", op);
3006 return "(\?\?)";
3010 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3012 switch (op)
3014 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3015 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3016 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3017 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3018 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3019 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3020 default:
3021 FIXME("Unrecognized operator %#x.\n", op);
3022 return -1;
3026 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3028 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3029 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3030 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3031 char src_name0[50];
3032 char src_name1[50];
3033 const char *comp = get_compare(ins->flags);
3035 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3036 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3038 if(vshader)
3040 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3041 * away the subtraction result
3043 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3044 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3046 else
3048 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3049 shader_addline(buffer, "BRK (%s.x);\n", comp);
3053 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3055 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3056 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3057 struct list *e = list_head(&priv->control_frames);
3058 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3059 const char *comp;
3060 char src_name0[50];
3061 char src_name1[50];
3062 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3064 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3065 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3067 if(vshader)
3069 /* Invert the flag. We jump to the else label if the condition is NOT true */
3070 comp = get_compare(invert_compare(ins->flags));
3071 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3072 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3074 else
3076 comp = get_compare(ins->flags);
3077 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3078 shader_addline(buffer, "IF %s.x;\n", comp);
3082 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3084 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3085 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3086 struct list *e = list_head(&priv->control_frames);
3087 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3088 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3090 if(vshader)
3092 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3093 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3094 control_frame->had_else = TRUE;
3096 else
3098 shader_addline(buffer, "ELSE;\n");
3102 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3104 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3105 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3106 struct list *e = list_head(&priv->control_frames);
3107 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3108 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3110 if(vshader)
3112 if(control_frame->had_else)
3114 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3116 else
3118 shader_addline(buffer, "#No else branch. else is endif\n");
3119 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3122 else
3124 shader_addline(buffer, "ENDIF;\n");
3128 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3130 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3131 char reg_dest[40];
3132 char reg_src[3][40];
3133 WORD flags = TEX_DERIV;
3135 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3136 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3137 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3138 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3140 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3141 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3143 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3146 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3148 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3149 char reg_dest[40];
3150 char reg_coord[40];
3151 WORD flags = TEX_LOD;
3153 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3154 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3156 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3157 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3159 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3162 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3164 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3165 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3167 priv->in_main_func = FALSE;
3168 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3169 * subroutine, don't generate a label that will make GL complain
3171 if(priv->target_version == ARB) return;
3173 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3176 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3177 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3178 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3179 struct wined3d_shader_buffer *buffer)
3181 unsigned int i;
3183 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3184 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3185 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3186 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3188 if (args->super.fog_src == VS_FOG_Z)
3190 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3192 else
3194 if (!reg_maps->fog)
3196 /* posFixup.x is always 1.0, so we can safely use it */
3197 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3199 else
3201 /* Clamp fogcoord */
3202 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3203 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3205 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3206 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3210 /* Clipplanes are always stored without y inversion */
3211 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3213 if (args->super.clip_enabled)
3215 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3217 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3221 else if (args->clip.boolclip.clip_texcoord)
3223 unsigned int cur_clip = 0;
3224 char component[4] = {'x', 'y', 'z', 'w'};
3225 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3227 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3229 if (args->clip.boolclip.clipplane_mask & (1 << i))
3231 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3232 component[cur_clip++], i);
3235 switch (cur_clip)
3237 case 0:
3238 shader_addline(buffer, "MOV TA, %s;\n", zero);
3239 break;
3240 case 1:
3241 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3242 break;
3243 case 2:
3244 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3245 break;
3246 case 3:
3247 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3248 break;
3250 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3251 args->clip.boolclip.clip_texcoord - 1);
3254 /* Write the final position.
3256 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3257 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3258 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3259 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3261 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3262 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3263 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3265 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3266 * and the glsl equivalent
3268 if (need_helper_const(shader_data, reg_maps, gl_info))
3270 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3271 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3273 else
3275 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3276 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3279 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3281 priv_ctx->footer_written = TRUE;
3284 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3286 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3287 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3288 const struct wined3d_shader *shader = ins->ctx->shader;
3289 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3291 if(priv->target_version == ARB) return;
3293 if(vshader)
3295 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3296 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3299 shader_addline(buffer, "RET;\n");
3302 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3304 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3305 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3308 /* Context activation is done by the caller. */
3309 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3311 GLuint program_id = 0;
3312 GLint pos;
3314 const char *blt_vprogram =
3315 "!!ARBvp1.0\n"
3316 "PARAM c[1] = { { 1, 0.5 } };\n"
3317 "MOV result.position, vertex.position;\n"
3318 "MOV result.color, c[0].x;\n"
3319 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3320 "END\n";
3322 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3323 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3324 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3325 strlen(blt_vprogram), blt_vprogram));
3326 checkGLcall("glProgramStringARB()");
3328 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3329 if (pos != -1)
3331 FIXME("Vertex program error at position %d: %s\n\n", pos,
3332 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3333 shader_arb_dump_program_source(blt_vprogram);
3335 else
3337 GLint native;
3339 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3340 checkGLcall("glGetProgramivARB()");
3341 if (!native) WARN("Program exceeds native resource limits.\n");
3344 return program_id;
3347 /* Context activation is done by the caller. */
3348 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3349 enum tex_types tex_type, BOOL masked)
3351 GLuint program_id = 0;
3352 const char *fprogram;
3353 GLint pos;
3355 static const char * const blt_fprograms_full[tex_type_count] =
3357 /* tex_1d */
3358 NULL,
3359 /* tex_2d */
3360 "!!ARBfp1.0\n"
3361 "TEMP R0;\n"
3362 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3363 "MOV result.depth.z, R0.x;\n"
3364 "END\n",
3365 /* tex_3d */
3366 NULL,
3367 /* tex_cube */
3368 "!!ARBfp1.0\n"
3369 "TEMP R0;\n"
3370 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3371 "MOV result.depth.z, R0.x;\n"
3372 "END\n",
3373 /* tex_rect */
3374 "!!ARBfp1.0\n"
3375 "TEMP R0;\n"
3376 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3377 "MOV result.depth.z, R0.x;\n"
3378 "END\n",
3381 static const char * const blt_fprograms_masked[tex_type_count] =
3383 /* tex_1d */
3384 NULL,
3385 /* tex_2d */
3386 "!!ARBfp1.0\n"
3387 "PARAM mask = program.local[0];\n"
3388 "TEMP R0;\n"
3389 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3390 "MUL R0.x, R0.x, R0.y;\n"
3391 "KIL -R0.x;\n"
3392 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3393 "MOV result.depth.z, R0.x;\n"
3394 "END\n",
3395 /* tex_3d */
3396 NULL,
3397 /* tex_cube */
3398 "!!ARBfp1.0\n"
3399 "PARAM mask = program.local[0];\n"
3400 "TEMP R0;\n"
3401 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3402 "MUL R0.x, R0.x, R0.y;\n"
3403 "KIL -R0.x;\n"
3404 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3405 "MOV result.depth.z, R0.x;\n"
3406 "END\n",
3407 /* tex_rect */
3408 "!!ARBfp1.0\n"
3409 "PARAM mask = program.local[0];\n"
3410 "TEMP R0;\n"
3411 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3412 "MUL R0.x, R0.x, R0.y;\n"
3413 "KIL -R0.x;\n"
3414 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3415 "MOV result.depth.z, R0.x;\n"
3416 "END\n",
3419 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3420 if (!fprogram)
3422 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3423 tex_type = tex_2d;
3424 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3427 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3428 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3429 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3430 checkGLcall("glProgramStringARB()");
3432 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3433 if (pos != -1)
3435 FIXME("Fragment program error at position %d: %s\n\n", pos,
3436 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3437 shader_arb_dump_program_source(fprogram);
3439 else
3441 GLint native;
3443 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3444 checkGLcall("glGetProgramivARB()");
3445 if (!native) WARN("Program exceeds native resource limits.\n");
3448 return program_id;
3451 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3452 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3454 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3456 if(condcode)
3458 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3459 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3460 /* Calculate the > 0.0031308 case */
3461 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3462 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3463 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3464 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3465 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3466 /* Calculate the < case */
3467 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3469 else
3471 /* Calculate the > 0.0031308 case */
3472 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3473 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3474 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3475 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3476 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3477 /* Calculate the < case */
3478 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3479 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3480 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3481 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3482 /* Store the components > 0.0031308 in the destination */
3483 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3484 /* Add the components that are < 0.0031308 */
3485 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3486 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3487 * result.color writes(.rgb first, then .a), or handle overwriting already written
3488 * components. The assembler uses a temporary register in this case, which is usually
3489 * not allocated from one of our registers that were used earlier.
3492 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3495 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3497 const struct wined3d_shader_lconst *constant;
3499 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3501 if (constant->idx == idx)
3503 return constant->value;
3506 return NULL;
3509 static void init_ps_input(const struct wined3d_shader *shader,
3510 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3512 static const char * const texcoords[8] =
3514 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3515 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3517 unsigned int i;
3518 const struct wined3d_shader_signature_element *sig = shader->input_signature;
3519 const char *semantic_name;
3520 DWORD semantic_idx;
3522 switch(args->super.vp_mode)
3524 case pretransformed:
3525 case fixedfunction:
3526 /* The pixelshader has to collect the varyings on its own. In any case properly load
3527 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3528 * other attribs to 0.0.
3530 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3531 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3532 * load the texcoord attrib pointers to match the pixel shader signature
3534 for(i = 0; i < MAX_REG_INPUT; i++)
3536 semantic_name = sig[i].semantic_name;
3537 semantic_idx = sig[i].semantic_idx;
3538 if (!semantic_name) continue;
3540 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3542 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3543 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3544 else priv->ps_input[i] = "0.0";
3546 else if(args->super.vp_mode == fixedfunction)
3548 priv->ps_input[i] = "0.0";
3550 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3552 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3553 else priv->ps_input[i] = "0.0";
3555 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3557 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3558 else priv->ps_input[i] = "0.0";
3560 else
3562 priv->ps_input[i] = "0.0";
3565 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3567 break;
3569 case vertexshader:
3570 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3571 * fragment.color
3573 for(i = 0; i < 8; i++)
3575 priv->ps_input[i] = texcoords[i];
3577 priv->ps_input[8] = "fragment.color.primary";
3578 priv->ps_input[9] = "fragment.color.secondary";
3579 break;
3583 /* Context activation is done by the caller. */
3584 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3585 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3586 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3588 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3589 const struct wined3d_shader_lconst *lconst;
3590 const DWORD *function = shader->function;
3591 GLuint retval;
3592 char fragcolor[16];
3593 DWORD *lconst_map = local_const_mapping(shader), next_local;
3594 struct shader_arb_ctx_priv priv_ctx;
3595 BOOL dcl_td = FALSE;
3596 BOOL want_nv_prog = FALSE;
3597 struct arb_pshader_private *shader_priv = shader->backend_data;
3598 GLint errPos;
3599 DWORD map;
3601 char srgbtmp[4][4];
3602 unsigned int i, found = 0;
3604 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3606 if (!(map & 1)
3607 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3608 || (reg_maps->shader_version.major < 2 && !i))
3609 continue;
3611 sprintf(srgbtmp[found], "R%u", i);
3612 ++found;
3613 if (found == 4) break;
3616 switch(found) {
3617 case 0:
3618 sprintf(srgbtmp[0], "TA");
3619 sprintf(srgbtmp[1], "TB");
3620 sprintf(srgbtmp[2], "TC");
3621 sprintf(srgbtmp[3], "TD");
3622 dcl_td = TRUE;
3623 break;
3624 case 1:
3625 sprintf(srgbtmp[1], "TA");
3626 sprintf(srgbtmp[2], "TB");
3627 sprintf(srgbtmp[3], "TC");
3628 break;
3629 case 2:
3630 sprintf(srgbtmp[2], "TA");
3631 sprintf(srgbtmp[3], "TB");
3632 break;
3633 case 3:
3634 sprintf(srgbtmp[3], "TA");
3635 break;
3636 case 4:
3637 break;
3640 /* Create the hw ARB shader */
3641 memset(&priv_ctx, 0, sizeof(priv_ctx));
3642 priv_ctx.cur_ps_args = args;
3643 priv_ctx.compiled_fprog = compiled;
3644 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3645 init_ps_input(shader, args, &priv_ctx);
3646 list_init(&priv_ctx.control_frames);
3648 /* Avoid enabling NV_fragment_program* if we do not need it.
3650 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3651 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3652 * is faster than what we gain from using higher native instructions. There are some things though
3653 * that cannot be emulated. In that case enable the extensions.
3654 * If the extension is enabled, instruction handlers that support both ways will use it.
3656 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3657 * So enable the best we can get.
3659 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3660 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3662 want_nv_prog = TRUE;
3665 shader_addline(buffer, "!!ARBfp1.0\n");
3666 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3668 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3669 priv_ctx.target_version = NV3;
3671 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3673 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3674 priv_ctx.target_version = NV2;
3675 } else {
3676 if(want_nv_prog)
3678 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3679 * limits properly
3681 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3682 ERR("Try GLSL\n");
3684 priv_ctx.target_version = ARB;
3687 if (reg_maps->rt_mask > 1)
3689 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3692 if (reg_maps->shader_version.major < 3)
3694 switch(args->super.fog) {
3695 case FOG_OFF:
3696 break;
3697 case FOG_LINEAR:
3698 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3699 break;
3700 case FOG_EXP:
3701 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3702 break;
3703 case FOG_EXP2:
3704 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3705 break;
3709 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3710 * unused temps away(but occupies them for the whole shader if they're used once). Always
3711 * declaring them avoids tricky bookkeeping work
3713 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3714 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3715 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3716 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3717 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3718 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3719 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3721 if (reg_maps->shader_version.major < 2)
3723 strcpy(fragcolor, "R0");
3725 else
3727 if (args->super.srgb_correction)
3729 if (shader->u.ps.color0_mov)
3731 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3733 else
3735 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3736 strcpy(fragcolor, "TMP_COLOR");
3738 } else {
3739 strcpy(fragcolor, "result.color");
3743 if(args->super.srgb_correction) {
3744 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3745 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3746 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3747 srgb_sub_high, 0.0, 0.0, 0.0);
3750 /* Base Declarations */
3751 next_local = shader_generate_arb_declarations(shader, reg_maps,
3752 buffer, gl_info, lconst_map, NULL, &priv_ctx);
3754 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3756 unsigned char bump_const;
3758 if (!(map & 1)) continue;
3760 bump_const = compiled->numbumpenvmatconsts;
3761 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3762 compiled->bumpenvmatconst[bump_const].texunit = i;
3763 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3764 compiled->luminanceconst[bump_const].texunit = i;
3766 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3767 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3768 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3769 * textures due to conditional NP2 restrictions)
3771 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3772 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3773 * their location is shader dependent anyway and they cannot be loaded globally.
3775 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3776 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3777 i, compiled->bumpenvmatconst[bump_const].const_num);
3778 compiled->numbumpenvmatconsts = bump_const + 1;
3780 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3782 compiled->luminanceconst[bump_const].const_num = next_local++;
3783 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3784 i, compiled->luminanceconst[bump_const].const_num);
3787 for(i = 0; i < MAX_CONST_I; i++)
3789 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3790 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3792 const DWORD *control_values = find_loop_control_values(shader, i);
3794 if(control_values)
3796 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3797 control_values[0], control_values[1], control_values[2]);
3799 else
3801 compiled->int_consts[i] = next_local;
3802 compiled->num_int_consts++;
3803 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3808 if(reg_maps->vpos || reg_maps->usesdsy)
3810 compiled->ycorrection = next_local;
3811 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3813 if(reg_maps->vpos)
3815 shader_addline(buffer, "TEMP vpos;\n");
3816 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3817 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3818 * ycorrection.z: 1.0
3819 * ycorrection.w: 0.0
3821 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3822 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3825 else
3827 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3830 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3831 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3832 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3833 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3834 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3835 * shader compilation errors and the subsequent errors when drawing with this shader. */
3836 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3837 unsigned char cur_fixup_sampler = 0;
3839 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3840 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3841 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3843 fixup->offset = next_local;
3844 fixup->super.active = 0;
3846 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3847 if (!(map & (1 << i))) continue;
3849 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3850 fixup->super.active |= (1 << i);
3851 fixup->super.idx[i] = cur_fixup_sampler++;
3852 } else {
3853 FIXME("No free constant found to load NP2 fixup data into shader. "
3854 "Sampling from this texture will probably look wrong.\n");
3855 break;
3859 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3860 if (fixup->super.num_consts) {
3861 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3862 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3866 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3868 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3871 /* Base Shader Body */
3872 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3874 if(args->super.srgb_correction) {
3875 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3876 priv_ctx.target_version >= NV2);
3879 if(strcmp(fragcolor, "result.color")) {
3880 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3882 shader_addline(buffer, "END\n");
3884 /* TODO: change to resource.glObjectHandle or something like that */
3885 GL_EXTCALL(glGenProgramsARB(1, &retval));
3887 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3888 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3890 TRACE("Created hw pixel shader, prg=%d\n", retval);
3891 /* Create the program and check for errors */
3892 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3893 buffer->bsize, buffer->buffer));
3894 checkGLcall("glProgramStringARB()");
3896 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3897 if (errPos != -1)
3899 FIXME("HW PixelShader Error at position %d: %s\n\n",
3900 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3901 shader_arb_dump_program_source(buffer->buffer);
3902 retval = 0;
3904 else
3906 GLint native;
3908 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3909 checkGLcall("glGetProgramivARB()");
3910 if (!native) WARN("Program exceeds native resource limits.\n");
3913 /* Load immediate constants */
3914 if (lconst_map)
3916 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3918 const float *value = (const float *)lconst->value;
3919 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3920 checkGLcall("glProgramLocalParameter4fvARB");
3922 HeapFree(GetProcessHeap(), 0, lconst_map);
3925 return retval;
3928 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3930 unsigned int i;
3931 int ret;
3933 for(i = 0; i < MAX_REG_INPUT; i++)
3935 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3937 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3938 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3939 continue;
3942 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3943 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3944 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3945 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].component_type < sig2[i].component_type ? -1 : 1;
3946 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3947 if(sig1[i].mask != sig2[i].mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3949 return 0;
3952 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3954 struct wined3d_shader_signature_element *new;
3955 int i;
3956 char *name;
3958 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3959 for(i = 0; i < MAX_REG_INPUT; i++)
3961 if (!sig[i].semantic_name) continue;
3963 new[i] = sig[i];
3964 /* Clone the semantic string */
3965 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3966 strcpy(name, sig[i].semantic_name);
3967 new[i].semantic_name = name;
3969 return new;
3972 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3974 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3975 struct ps_signature *found_sig;
3977 if (entry)
3979 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3980 TRACE("Found existing signature %u\n", found_sig->idx);
3981 return found_sig->idx;
3983 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3984 found_sig->sig = clone_sig(sig);
3985 found_sig->idx = priv->ps_sig_number++;
3986 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3987 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3989 ERR("Failed to insert program entry.\n");
3991 return found_sig->idx;
3994 static void init_output_registers(const struct wined3d_shader *shader, DWORD sig_num,
3995 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3997 unsigned int i, j;
3998 static const char * const texcoords[8] =
4000 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4001 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
4003 struct wined3d_device *device = shader->device;
4004 const struct wined3d_shader_signature_element *sig;
4005 const char *semantic_name;
4006 DWORD semantic_idx, reg_idx;
4008 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
4009 * and varying 9 to result.color.secondary
4011 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
4013 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4014 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
4015 "result.color.primary", "result.color.secondary"
4018 if(sig_num == ~0)
4020 TRACE("Pixel shader uses builtin varyings\n");
4021 /* Map builtins to builtins */
4022 for(i = 0; i < 8; i++)
4024 priv_ctx->texcrd_output[i] = texcoords[i];
4026 priv_ctx->color_output[0] = "result.color.primary";
4027 priv_ctx->color_output[1] = "result.color.secondary";
4028 priv_ctx->fog_output = "TMP_FOGCOORD";
4030 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
4031 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4033 semantic_name = shader->output_signature[i].semantic_name;
4034 if (!semantic_name) continue;
4036 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4038 TRACE("o%u is TMP_OUT\n", i);
4039 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
4040 else priv_ctx->vs_output[i] = "TA";
4042 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4044 TRACE("o%u is result.pointsize\n", i);
4045 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
4046 else priv_ctx->vs_output[i] = "TA";
4048 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4050 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
4051 if (!shader->output_signature[i].semantic_idx)
4052 priv_ctx->vs_output[i] = "result.color.primary";
4053 else if (shader->output_signature[i].semantic_idx == 1)
4054 priv_ctx->vs_output[i] = "result.color.secondary";
4055 else priv_ctx->vs_output[i] = "TA";
4057 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4059 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4060 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4061 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4063 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4065 TRACE("o%u is result.fogcoord\n", i);
4066 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4067 else priv_ctx->vs_output[i] = "result.fogcoord";
4069 else
4071 priv_ctx->vs_output[i] = "TA";
4074 return;
4077 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
4078 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
4080 sig = device->stateBlock->state.pixel_shader->input_signature;
4081 TRACE("Pixel shader uses declared varyings\n");
4083 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4084 for(i = 0; i < 8; i++)
4086 priv_ctx->texcrd_output[i] = "TA";
4088 priv_ctx->color_output[0] = "TA";
4089 priv_ctx->color_output[1] = "TA";
4090 priv_ctx->fog_output = "TA";
4092 for(i = 0; i < MAX_REG_INPUT; i++)
4094 semantic_name = sig[i].semantic_name;
4095 semantic_idx = sig[i].semantic_idx;
4096 reg_idx = sig[i].register_idx;
4097 if (!semantic_name) continue;
4099 /* If a declared input register is not written by builtin arguments, don't write to it.
4100 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4102 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4103 * to TMP_OUT in any case
4105 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4107 if (semantic_idx < 8)
4108 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4110 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4112 if (semantic_idx < 2)
4113 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4115 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4117 if (!semantic_idx)
4118 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4120 else
4122 continue;
4125 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4126 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4128 compiled->need_color_unclamp = TRUE;
4132 /* Map declared to declared */
4133 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4135 /* Write unread output to TA to throw them away */
4136 priv_ctx->vs_output[i] = "TA";
4137 semantic_name = shader->output_signature[i].semantic_name;
4138 if (!semantic_name) continue;
4140 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4141 && !shader->output_signature[i].semantic_idx)
4143 priv_ctx->vs_output[i] = "TMP_OUT";
4144 continue;
4146 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4147 && !shader->output_signature[i].semantic_idx)
4149 priv_ctx->vs_output[i] = "result.pointsize";
4150 continue;
4153 for(j = 0; j < MAX_REG_INPUT; j++)
4155 if (!sig[j].semantic_name) continue;
4157 if (!strcmp(sig[j].semantic_name, semantic_name)
4158 && sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4160 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4162 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4163 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4165 compiled->need_color_unclamp = TRUE;
4172 /* Context activation is done by the caller. */
4173 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4174 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4175 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4177 const struct arb_vshader_private *shader_data = shader->backend_data;
4178 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4179 struct shader_arb_priv *priv = shader->device->shader_priv;
4180 const struct wined3d_shader_lconst *lconst;
4181 const DWORD *function = shader->function;
4182 GLuint ret;
4183 DWORD next_local, *lconst_map = local_const_mapping(shader);
4184 struct shader_arb_ctx_priv priv_ctx;
4185 unsigned int i;
4186 GLint errPos;
4188 memset(&priv_ctx, 0, sizeof(priv_ctx));
4189 priv_ctx.cur_vs_args = args;
4190 list_init(&priv_ctx.control_frames);
4191 init_output_registers(shader, args->ps_signature, &priv_ctx, compiled);
4193 /* Create the hw ARB shader */
4194 shader_addline(buffer, "!!ARBvp1.0\n");
4196 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4197 * mesurable performance penalty, and we can always make use of it for clipplanes.
4199 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4201 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4202 priv_ctx.target_version = NV3;
4203 shader_addline(buffer, "ADDRESS aL;\n");
4205 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4207 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4208 priv_ctx.target_version = NV2;
4209 shader_addline(buffer, "ADDRESS aL;\n");
4210 } else {
4211 priv_ctx.target_version = ARB;
4214 shader_addline(buffer, "TEMP TMP_OUT;\n");
4215 if (reg_maps->fog)
4216 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4217 if (need_helper_const(shader_data, reg_maps, gl_info))
4219 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4221 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4223 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4224 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4227 shader_addline(buffer, "TEMP TA;\n");
4228 shader_addline(buffer, "TEMP TB;\n");
4230 /* Base Declarations */
4231 next_local = shader_generate_arb_declarations(shader, reg_maps, buffer,
4232 gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4234 for(i = 0; i < MAX_CONST_I; i++)
4236 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4237 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4239 const DWORD *control_values = find_loop_control_values(shader, i);
4241 if(control_values)
4243 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4244 control_values[0], control_values[1], control_values[2]);
4246 else
4248 compiled->int_consts[i] = next_local;
4249 compiled->num_int_consts++;
4250 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4255 /* We need a constant to fixup the final position */
4256 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4257 compiled->pos_fixup = next_local++;
4259 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4260 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4261 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4262 * a replacement shader depend on the texcoord.w being set properly.
4264 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4265 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4266 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4267 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4268 * this can eat a number of instructions, so skip it unless this cap is set as well
4270 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4272 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4273 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4275 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4277 int i;
4278 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4279 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4281 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4282 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4287 /* The shader starts with the main function */
4288 priv_ctx.in_main_func = TRUE;
4289 /* Base Shader Body */
4290 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4292 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4293 shader_data, args, reg_maps, gl_info, buffer);
4295 shader_addline(buffer, "END\n");
4297 /* TODO: change to resource.glObjectHandle or something like that */
4298 GL_EXTCALL(glGenProgramsARB(1, &ret));
4300 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4301 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4303 TRACE("Created hw vertex shader, prg=%d\n", ret);
4304 /* Create the program and check for errors */
4305 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4306 buffer->bsize, buffer->buffer));
4307 checkGLcall("glProgramStringARB()");
4309 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4310 if (errPos != -1)
4312 FIXME("HW VertexShader Error at position %d: %s\n\n",
4313 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4314 shader_arb_dump_program_source(buffer->buffer);
4315 ret = -1;
4317 else
4319 GLint native;
4321 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4322 checkGLcall("glGetProgramivARB()");
4323 if (!native) WARN("Program exceeds native resource limits.\n");
4325 /* Load immediate constants */
4326 if (lconst_map)
4328 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4330 const float *value = (const float *)lconst->value;
4331 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4335 HeapFree(GetProcessHeap(), 0, lconst_map);
4337 return ret;
4340 /* Context activation is done by the caller. */
4341 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4342 const struct arb_ps_compile_args *args)
4344 struct wined3d_device *device = shader->device;
4345 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4346 UINT i;
4347 DWORD new_size;
4348 struct arb_ps_compiled_shader *new_array;
4349 struct wined3d_shader_buffer buffer;
4350 struct arb_pshader_private *shader_data;
4351 GLuint ret;
4353 if (!shader->backend_data)
4355 struct shader_arb_priv *priv = device->shader_priv;
4357 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4358 shader_data = shader->backend_data;
4359 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4361 if (shader->reg_maps.shader_version.major < 3)
4362 shader_data->input_signature_idx = ~0;
4363 else
4364 shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4366 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4368 if (!device->vs_clipping)
4369 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4370 gl_info->limits.texture_stages - 1);
4371 else
4372 shader_data->clipplane_emulation = ~0U;
4374 shader_data = shader->backend_data;
4376 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4377 * so a linear search is more performant than a hashmap or a binary search
4378 * (cache coherency etc)
4380 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4382 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4383 return &shader_data->gl_shaders[i];
4386 TRACE("No matching GL shader found, compiling a new shader\n");
4387 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4388 if (shader_data->num_gl_shaders)
4390 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4391 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4392 new_size * sizeof(*shader_data->gl_shaders));
4393 } else {
4394 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4395 new_size = 1;
4398 if(!new_array) {
4399 ERR("Out of memory\n");
4400 return 0;
4402 shader_data->gl_shaders = new_array;
4403 shader_data->shader_array_size = new_size;
4406 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4408 pixelshader_update_samplers(&shader->reg_maps, device->stateBlock->state.textures);
4410 if (!shader_buffer_init(&buffer))
4412 ERR("Failed to initialize shader buffer.\n");
4413 return 0;
4416 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4417 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4418 shader_buffer_free(&buffer);
4419 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4421 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4424 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4425 const DWORD use_map, BOOL skip_int) {
4426 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4427 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4428 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4429 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4430 if(stored->ps_signature != new->ps_signature) return FALSE;
4431 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4432 if(skip_int) return TRUE;
4434 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4437 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4438 const struct arb_vs_compile_args *args)
4440 struct wined3d_device *device = shader->device;
4441 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4442 DWORD use_map = device->strided_streams.use_map;
4443 UINT i;
4444 DWORD new_size;
4445 struct arb_vs_compiled_shader *new_array;
4446 struct wined3d_shader_buffer buffer;
4447 struct arb_vshader_private *shader_data;
4448 GLuint ret;
4450 if (!shader->backend_data)
4452 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4454 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4455 shader_data = shader->backend_data;
4457 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4458 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4460 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4462 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4463 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4464 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4466 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4467 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4468 else if (reg_maps->max_rel_offset > 63)
4469 shader_data->rel_offset = reg_maps->min_rel_offset;
4472 shader_data = shader->backend_data;
4474 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4475 * so a linear search is more performant than a hashmap or a binary search
4476 * (cache coherency etc)
4478 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4479 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4480 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4482 return &shader_data->gl_shaders[i];
4486 TRACE("No matching GL shader found, compiling a new shader\n");
4488 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4489 if (shader_data->num_gl_shaders)
4491 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4492 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4493 new_size * sizeof(*shader_data->gl_shaders));
4494 } else {
4495 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4496 new_size = 1;
4499 if(!new_array) {
4500 ERR("Out of memory\n");
4501 return 0;
4503 shader_data->gl_shaders = new_array;
4504 shader_data->shader_array_size = new_size;
4507 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4509 if (!shader_buffer_init(&buffer))
4511 ERR("Failed to initialize shader buffer.\n");
4512 return 0;
4515 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4516 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4517 shader_buffer_free(&buffer);
4518 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4520 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4523 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4524 const struct wined3d_shader *shader, struct arb_ps_compile_args *args)
4526 struct wined3d_device *device = shader->device;
4527 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4528 int i;
4529 WORD int_skip;
4531 find_ps_compile_args(state, shader, &args->super);
4533 /* This forces all local boolean constants to 1 to make them stateblock independent */
4534 args->bools = shader->reg_maps.local_bool_consts;
4536 for(i = 0; i < MAX_CONST_B; i++)
4538 if (state->ps_consts_b[i])
4539 args->bools |= ( 1 << i);
4542 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4543 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4544 * duplicate the shader than have a no-op KIL instruction in every shader
4546 if (!device->vs_clipping && use_vs(state)
4547 && state->render_states[WINED3D_RS_CLIPPING]
4548 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4549 args->clip = 1;
4550 else
4551 args->clip = 0;
4553 /* Skip if unused or local, or supported natively */
4554 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4555 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4557 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4558 return;
4561 for(i = 0; i < MAX_CONST_I; i++)
4563 if(int_skip & (1 << i))
4565 args->loop_ctrl[i][0] = 0;
4566 args->loop_ctrl[i][1] = 0;
4567 args->loop_ctrl[i][2] = 0;
4569 else
4571 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4572 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4573 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4578 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4579 const struct wined3d_shader *shader, struct arb_vs_compile_args *args)
4581 struct wined3d_device *device = shader->device;
4582 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4583 int i;
4584 WORD int_skip;
4586 find_vs_compile_args(state, shader, &args->super);
4588 args->clip.boolclip_compare = 0;
4589 if (use_ps(state))
4591 const struct wined3d_shader *ps = state->pixel_shader;
4592 const struct arb_pshader_private *shader_priv = ps->backend_data;
4593 args->ps_signature = shader_priv->input_signature_idx;
4595 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4597 else
4599 args->ps_signature = ~0;
4600 if (!device->vs_clipping && device->adapter->fragment_pipe == &arbfp_fragment_pipeline)
4602 args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4604 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4607 if (args->clip.boolclip.clip_texcoord)
4609 if (state->render_states[WINED3D_RS_CLIPPING])
4610 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4611 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4614 /* This forces all local boolean constants to 1 to make them stateblock independent */
4615 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4616 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4617 for(i = 0; i < MAX_CONST_B; i++)
4619 if (state->vs_consts_b[i])
4620 args->clip.boolclip.bools |= ( 1 << i);
4623 args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4624 args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4625 args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4626 args->vertex.samplers[3] = 0;
4628 /* Skip if unused or local */
4629 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4630 /* This is about flow control, not clipping. */
4631 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4633 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4634 return;
4637 for(i = 0; i < MAX_CONST_I; i++)
4639 if(int_skip & (1 << i))
4641 args->loop_ctrl[i][0] = 0;
4642 args->loop_ctrl[i][1] = 0;
4643 args->loop_ctrl[i][2] = 0;
4645 else
4647 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4648 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4649 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4654 /* Context activation is done by the caller. */
4655 static void shader_arb_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
4656 enum wined3d_shader_mode fragment_mode)
4658 struct wined3d_device *device = context->swapchain->device;
4659 struct shader_arb_priv *priv = device->shader_priv;
4660 const struct wined3d_gl_info *gl_info = context->gl_info;
4661 const struct wined3d_state *state = &device->stateBlock->state;
4662 int i;
4664 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4665 if (fragment_mode == WINED3D_SHADER_MODE_SHADER)
4667 struct wined3d_shader *ps = state->pixel_shader;
4668 struct arb_ps_compile_args compile_args;
4669 struct arb_ps_compiled_shader *compiled;
4671 TRACE("Using pixel shader %p.\n", ps);
4672 find_arb_ps_compile_args(state, ps, &compile_args);
4673 compiled = find_arb_pshader(ps, &compile_args);
4674 priv->current_fprogram_id = compiled->prgId;
4675 priv->compiled_fprog = compiled;
4677 /* Bind the fragment program */
4678 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4679 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4681 if (!priv->use_arbfp_fixed_func)
4682 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4684 /* Enable OpenGL fragment programs. */
4685 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4686 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4688 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
4689 device, priv->current_fprogram_id);
4691 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4692 * a 1.x and newer shader, reload the first 8 constants
4694 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4696 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4697 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4698 for(i = 0; i < 8; i++)
4700 priv->pshader_const_dirty[i] = 1;
4702 /* Also takes care of loading local constants */
4703 shader_arb_load_constants_internal(context, TRUE, FALSE, TRUE);
4705 else
4707 UINT rt_height = state->fb->render_targets[0]->resource.height;
4708 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4711 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4712 if (compiled->np2fixup_info.super.active)
4713 shader_arb_load_np2fixup_constants(priv, gl_info, state);
4715 else
4717 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4719 /* Disable only if we're not using arbfp fixed function fragment
4720 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4721 * enabled, and the fixed function pipeline will bind the fixed
4722 * function replacement shader. */
4723 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4724 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4725 priv->current_fprogram_id = 0;
4727 priv->fragment_pipe->enable_extension(gl_info, fragment_mode == WINED3D_SHADER_MODE_FFP);
4730 if (vertex_mode == WINED3D_SHADER_MODE_SHADER)
4732 struct wined3d_shader *vs = state->vertex_shader;
4733 struct arb_vs_compile_args compile_args;
4734 struct arb_vs_compiled_shader *compiled;
4736 TRACE("Using vertex shader %p\n", vs);
4737 find_arb_vs_compile_args(state, vs, &compile_args);
4738 compiled = find_arb_vshader(vs, &compile_args);
4739 priv->current_vprogram_id = compiled->prgId;
4740 priv->compiled_vprog = compiled;
4742 /* Bind the vertex program */
4743 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4744 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4746 /* Enable OpenGL vertex programs */
4747 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4748 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4749 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", device, priv->current_vprogram_id);
4750 shader_arb_vs_local_constants(compiled, context, state);
4752 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4753 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4755 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4757 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4758 checkGLcall("glClampColorARB");
4759 } else {
4760 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4764 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4766 priv->current_vprogram_id = 0;
4767 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4768 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4772 /* Context activation is done by the caller. */
4773 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4774 enum tex_types tex_type, const SIZE *ds_mask_size)
4776 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4777 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4778 struct shader_arb_priv *priv = shader_priv;
4779 GLuint *blt_fprogram;
4781 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4782 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4783 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4785 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4786 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4787 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4788 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4789 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4792 /* Context activation is done by the caller. */
4793 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4795 struct shader_arb_priv *priv = shader_priv;
4797 if (priv->current_vprogram_id) {
4798 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4799 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4801 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4803 else
4805 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4806 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4809 if (priv->current_fprogram_id) {
4810 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4811 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4813 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4815 else if(!priv->use_arbfp_fixed_func)
4817 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4818 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4822 static void shader_arb_destroy(struct wined3d_shader *shader)
4824 struct wined3d_device *device = shader->device;
4825 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4827 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4829 struct arb_pshader_private *shader_data = shader->backend_data;
4830 UINT i;
4832 if(!shader_data) return; /* This can happen if a shader was never compiled */
4834 if (shader_data->num_gl_shaders)
4836 struct wined3d_context *context = context_acquire(device, NULL);
4838 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4840 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4841 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4844 context_release(context);
4847 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4848 HeapFree(GetProcessHeap(), 0, shader_data);
4849 shader->backend_data = NULL;
4851 else
4853 struct arb_vshader_private *shader_data = shader->backend_data;
4854 UINT i;
4856 if(!shader_data) return; /* This can happen if a shader was never compiled */
4858 if (shader_data->num_gl_shaders)
4860 struct wined3d_context *context = context_acquire(device, NULL);
4862 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4864 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4865 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4868 context_release(context);
4871 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4872 HeapFree(GetProcessHeap(), 0, shader_data);
4873 shader->backend_data = NULL;
4877 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4879 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4880 return compare_sig(key, e->sig);
4883 static const struct wine_rb_functions sig_tree_functions =
4885 wined3d_rb_alloc,
4886 wined3d_rb_realloc,
4887 wined3d_rb_free,
4888 sig_tree_compare
4891 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe)
4893 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4894 struct fragment_caps fragment_caps;
4895 void *fragment_priv;
4897 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4899 ERR("Failed to initialize fragment pipe.\n");
4900 HeapFree(GetProcessHeap(), 0, priv);
4901 return E_FAIL;
4904 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4905 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4906 if (!priv->vshader_const_dirty)
4907 goto fail;
4908 memset(priv->vshader_const_dirty, 1,
4909 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4911 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4912 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4913 if (!priv->pshader_const_dirty)
4914 goto fail;
4915 memset(priv->pshader_const_dirty, 1,
4916 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4918 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4920 ERR("RB tree init failed\n");
4921 goto fail;
4924 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4925 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4926 device->fragment_priv = fragment_priv;
4927 priv->fragment_pipe = fragment_pipe;
4928 device->shader_priv = priv;
4929 return WINED3D_OK;
4931 fail:
4932 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4933 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4934 fragment_pipe->free_private(device);
4935 HeapFree(GetProcessHeap(), 0, priv);
4936 return E_OUTOFMEMORY;
4939 static void release_signature(struct wine_rb_entry *entry, void *context)
4941 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4942 int i;
4943 for(i = 0; i < MAX_REG_INPUT; i++)
4945 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4947 HeapFree(GetProcessHeap(), 0, sig->sig);
4948 HeapFree(GetProcessHeap(), 0, sig);
4951 /* Context activation is done by the caller. */
4952 static void shader_arb_free(struct wined3d_device *device)
4954 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4955 struct shader_arb_priv *priv = device->shader_priv;
4956 int i;
4958 if (priv->depth_blt_vprogram_id)
4959 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4961 for (i = 0; i < tex_type_count; ++i)
4963 if (priv->depth_blt_fprogram_id_full[i])
4965 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4967 if (priv->depth_blt_fprogram_id_masked[i])
4969 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4973 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4974 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4975 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4976 priv->fragment_pipe->free_private(device);
4977 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4980 static void shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context)
4982 struct shader_arb_priv *priv = shader_priv;
4984 if (priv->last_context == context)
4985 priv->last_context = NULL;
4988 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4990 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4992 DWORD vs_consts;
4993 UINT vs_version;
4995 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4996 * for vertex programs. If the native limit is less than that it's
4997 * not very useful, and e.g. Mesa swrast returns 0, probably to
4998 * indicate it's a software implementation. */
4999 if (gl_info->limits.arb_vs_native_constants < 96)
5000 vs_consts = gl_info->limits.arb_vs_float_constants;
5001 else
5002 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
5004 if (gl_info->supported[NV_VERTEX_PROGRAM3])
5006 vs_version = 3;
5007 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
5009 else if (vs_consts >= 256)
5011 /* Shader Model 2.0 requires at least 256 vertex shader constants */
5012 vs_version = 2;
5013 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5015 else
5017 vs_version = 1;
5018 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5020 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
5021 caps->vs_uniform_count = vs_consts;
5023 else
5025 caps->vs_version = 0;
5026 caps->vs_uniform_count = 0;
5029 caps->gs_version = 0;
5031 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5033 DWORD ps_consts;
5034 UINT ps_version;
5036 /* Similar as above for vertex programs, but the minimum for fragment
5037 * programs is 24. */
5038 if (gl_info->limits.arb_ps_native_constants < 24)
5039 ps_consts = gl_info->limits.arb_ps_float_constants;
5040 else
5041 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5043 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5045 ps_version = 3;
5046 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5048 else if (ps_consts >= 32)
5050 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5051 ps_version = 2;
5052 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5054 else
5056 ps_version = 1;
5057 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5059 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
5060 caps->ps_uniform_count = ps_consts;
5061 caps->ps_1x_max_value = 8.0f;
5063 else
5065 caps->ps_version = 0;
5066 caps->ps_uniform_count = 0;
5067 caps->ps_1x_max_value = 0.0f;
5070 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
5071 if (use_nv_clip(gl_info))
5072 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
5075 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5077 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5079 TRACE("Checking support for color_fixup:\n");
5080 dump_color_fixup_desc(fixup);
5083 /* We support everything except complex conversions. */
5084 if (!is_complex_fixup(fixup))
5086 TRACE("[OK]\n");
5087 return TRUE;
5090 TRACE("[FAILED]\n");
5091 return FALSE;
5094 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5095 DWORD shift;
5096 char write_mask[20], regstr[50];
5097 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5098 BOOL is_color = FALSE;
5099 const struct wined3d_shader_dst_param *dst;
5101 if (!ins->dst_count) return;
5103 dst = &ins->dst[0];
5104 shift = dst->shift;
5105 if (!shift) return; /* Saturate alone is handled by the instructions */
5107 shader_arb_get_write_mask(ins, dst, write_mask);
5108 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5110 /* Generate a line that does the output modifier computation
5111 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5112 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5114 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5115 regstr, write_mask, regstr, shift_tab[shift]);
5118 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5120 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5121 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5122 /* WINED3DSIH_AND */ NULL,
5123 /* WINED3DSIH_BEM */ pshader_hw_bem,
5124 /* WINED3DSIH_BREAK */ shader_hw_break,
5125 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5126 /* WINED3DSIH_BREAKP */ NULL,
5127 /* WINED3DSIH_CALL */ shader_hw_call,
5128 /* WINED3DSIH_CALLNZ */ NULL,
5129 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5130 /* WINED3DSIH_CND */ pshader_hw_cnd,
5131 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5132 /* WINED3DSIH_CUT */ NULL,
5133 /* WINED3DSIH_DCL */ shader_hw_nop,
5134 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5135 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5136 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5137 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5138 /* WINED3DSIH_DEF */ shader_hw_nop,
5139 /* WINED3DSIH_DEFB */ shader_hw_nop,
5140 /* WINED3DSIH_DEFI */ shader_hw_nop,
5141 /* WINED3DSIH_DIV */ NULL,
5142 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5143 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5144 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5145 /* WINED3DSIH_DST */ shader_hw_map2gl,
5146 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5147 /* WINED3DSIH_DSY */ shader_hw_dsy,
5148 /* WINED3DSIH_ELSE */ shader_hw_else,
5149 /* WINED3DSIH_EMIT */ NULL,
5150 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5151 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5152 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5153 /* WINED3DSIH_EQ */ NULL,
5154 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5155 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5156 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5157 /* WINED3DSIH_FTOI */ NULL,
5158 /* WINED3DSIH_GE */ NULL,
5159 /* WINED3DSIH_IADD */ NULL,
5160 /* WINED3DSIH_IEQ */ NULL,
5161 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5162 /* WINED3DSIH_IFC */ shader_hw_ifc,
5163 /* WINED3DSIH_IGE */ NULL,
5164 /* WINED3DSIH_IMUL */ NULL,
5165 /* WINED3DSIH_ITOF */ NULL,
5166 /* WINED3DSIH_LABEL */ shader_hw_label,
5167 /* WINED3DSIH_LD */ NULL,
5168 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5169 /* WINED3DSIH_LOG */ shader_hw_log,
5170 /* WINED3DSIH_LOGP */ shader_hw_log,
5171 /* WINED3DSIH_LOOP */ shader_hw_loop,
5172 /* WINED3DSIH_LRP */ shader_hw_lrp,
5173 /* WINED3DSIH_LT */ NULL,
5174 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5175 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5176 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5177 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5178 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5179 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5180 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5181 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5182 /* WINED3DSIH_MOV */ shader_hw_mov,
5183 /* WINED3DSIH_MOVA */ shader_hw_mov,
5184 /* WINED3DSIH_MOVC */ NULL,
5185 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5186 /* WINED3DSIH_NOP */ shader_hw_nop,
5187 /* WINED3DSIH_NRM */ shader_hw_nrm,
5188 /* WINED3DSIH_PHASE */ shader_hw_nop,
5189 /* WINED3DSIH_POW */ shader_hw_pow,
5190 /* WINED3DSIH_RCP */ shader_hw_rcp,
5191 /* WINED3DSIH_REP */ shader_hw_rep,
5192 /* WINED3DSIH_RET */ shader_hw_ret,
5193 /* WINED3DSIH_ROUND_NI */ NULL,
5194 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5195 /* WINED3DSIH_SAMPLE */ NULL,
5196 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5197 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5198 /* WINED3DSIH_SETP */ NULL,
5199 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5200 /* WINED3DSIH_SGN */ shader_hw_sgn,
5201 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5202 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5203 /* WINED3DSIH_SQRT */ NULL,
5204 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5205 /* WINED3DSIH_TEX */ pshader_hw_tex,
5206 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5207 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5208 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5209 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5210 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5211 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5212 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5213 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5214 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5215 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5216 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5217 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5218 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5219 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5220 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5221 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5222 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5223 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5224 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5225 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5226 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5227 /* WINED3DSIH_UDIV */ NULL,
5228 /* WINED3DSIH_USHR */ NULL,
5229 /* WINED3DSIH_UTOF */ NULL,
5230 /* WINED3DSIH_XOR */ NULL,
5233 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5234 const struct wined3d_shader *shader, DWORD idx)
5236 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5237 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5238 const struct wined3d_shader_lconst *constant;
5239 WORD bools = 0;
5240 WORD flag = (1 << idx);
5241 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5243 if (reg_maps->local_bool_consts & flag)
5245 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5246 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5248 if (constant->idx == idx)
5250 return constant->value[0];
5253 ERR("Local constant not found\n");
5254 return FALSE;
5256 else
5258 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5259 else bools = priv->cur_ps_args->bools;
5260 return bools & flag;
5264 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5265 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5267 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5268 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5270 /* Integer constants can either be a local constant, or they can be stored in the shader
5271 * type specific compile args. */
5272 if (reg_maps->local_int_consts & (1 << idx))
5274 const struct wined3d_shader_lconst *constant;
5276 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5278 if (constant->idx == idx)
5280 loop_control->count = constant->value[0];
5281 loop_control->start = constant->value[1];
5282 /* Step is signed. */
5283 loop_control->step = (int)constant->value[2];
5284 return;
5287 /* If this happens the flag was set incorrectly */
5288 ERR("Local constant not found\n");
5289 loop_control->count = 0;
5290 loop_control->start = 0;
5291 loop_control->step = 0;
5292 return;
5295 switch (reg_maps->shader_version.type)
5297 case WINED3D_SHADER_TYPE_VERTEX:
5298 /* Count and aL start value are unsigned */
5299 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5300 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5301 /* Step is signed. */
5302 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5303 break;
5305 case WINED3D_SHADER_TYPE_PIXEL:
5306 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5307 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5308 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5309 break;
5311 default:
5312 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5313 break;
5317 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5319 unsigned int i;
5320 struct wined3d_shader_dst_param *dst_param = NULL;
5321 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5322 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5323 if(!rec)
5325 ERR("Out of memory\n");
5326 return;
5329 rec->ins = *ins;
5330 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5331 if(!dst_param) goto free;
5332 *dst_param = *ins->dst;
5333 if (ins->dst->reg.idx[0].rel_addr)
5335 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5336 if (!rel_addr)
5337 goto free;
5338 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5339 dst_param->reg.idx[0].rel_addr = rel_addr;
5341 rec->ins.dst = dst_param;
5343 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5344 if (!src_param)
5345 goto free;
5346 for (i = 0; i < ins->src_count; ++i)
5348 src_param[i] = ins->src[i];
5349 if (ins->src[i].reg.idx[0].rel_addr)
5351 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5352 if (!rel_addr)
5353 goto free;
5354 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5355 src_param[i].reg.idx[0].rel_addr = rel_addr;
5358 rec->ins.src = src_param;
5359 list_add_tail(list, &rec->entry);
5360 return;
5362 free:
5363 ERR("Out of memory\n");
5364 if(dst_param)
5366 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5367 HeapFree(GetProcessHeap(), 0, dst_param);
5369 if(src_param)
5371 for(i = 0; i < ins->src_count; i++)
5373 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5375 HeapFree(GetProcessHeap(), 0, src_param);
5377 HeapFree(GetProcessHeap(), 0, rec);
5380 static void free_recorded_instruction(struct list *list)
5382 struct recorded_instruction *rec_ins, *entry2;
5383 unsigned int i;
5385 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5387 list_remove(&rec_ins->entry);
5388 if (rec_ins->ins.dst)
5390 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5391 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5393 if (rec_ins->ins.src)
5395 for (i = 0; i < rec_ins->ins.src_count; ++i)
5397 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5399 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5401 HeapFree(GetProcessHeap(), 0, rec_ins);
5405 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5407 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5408 struct control_frame *control_frame;
5410 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5412 struct list *e = list_head(&priv->control_frames);
5413 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5414 list_remove(&control_frame->entry);
5415 HeapFree(GetProcessHeap(), 0, control_frame);
5416 priv->loop_depth--;
5418 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5420 /* Non-ifc ENDIFs were already handled previously. */
5421 struct list *e = list_head(&priv->control_frames);
5422 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5423 list_remove(&control_frame->entry);
5424 HeapFree(GetProcessHeap(), 0, control_frame);
5428 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5429 SHADER_HANDLER hw_fct;
5430 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5431 const struct wined3d_shader *shader = ins->ctx->shader;
5432 struct control_frame *control_frame;
5433 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5434 BOOL bool_const;
5436 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5438 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5439 list_add_head(&priv->control_frames, &control_frame->entry);
5441 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5442 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5444 if(priv->target_version >= NV2)
5446 control_frame->no.loop = priv->num_loops++;
5447 priv->loop_depth++;
5449 else
5451 /* Don't bother recording when we're in a not used if branch */
5452 if(priv->muted)
5454 return;
5457 if(!priv->recording)
5459 list_init(&priv->record);
5460 priv->recording = TRUE;
5461 control_frame->outer_loop = TRUE;
5462 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5463 return; /* Instruction is handled */
5465 /* Record this loop in the outer loop's recording */
5468 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5470 if(priv->target_version >= NV2)
5472 /* Nothing to do. The control frame is popped after the HW instr handler */
5474 else
5476 struct list *e = list_head(&priv->control_frames);
5477 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5478 list_remove(&control_frame->entry);
5480 if(control_frame->outer_loop)
5482 unsigned int iteration;
5483 int aL = 0;
5484 struct list copy;
5486 /* Turn off recording before playback */
5487 priv->recording = FALSE;
5489 /* Move the recorded instructions to a separate list and get them out of the private data
5490 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5491 * be recorded again, thus priv->record might be overwritten
5493 list_init(&copy);
5494 list_move_tail(&copy, &priv->record);
5495 list_init(&priv->record);
5497 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5499 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5500 control_frame->loop_control.count, control_frame->loop_control.start,
5501 control_frame->loop_control.step);
5502 aL = control_frame->loop_control.start;
5504 else
5506 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5509 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5511 struct recorded_instruction *rec_ins;
5512 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5514 priv->aL = aL;
5515 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5517 else
5519 shader_addline(buffer, "#Iteration %u\n", iteration);
5522 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5524 shader_arb_handle_instruction(&rec_ins->ins);
5527 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5529 aL += control_frame->loop_control.step;
5532 shader_addline(buffer, "#end loop/rep\n");
5534 free_recorded_instruction(&copy);
5535 HeapFree(GetProcessHeap(), 0, control_frame);
5536 return; /* Instruction is handled */
5538 else
5540 /* This is a nested loop. Proceed to the normal recording function */
5541 HeapFree(GetProcessHeap(), 0, control_frame);
5546 if(priv->recording)
5548 record_instruction(&priv->record, ins);
5549 return;
5552 /* boolean if */
5553 if(ins->handler_idx == WINED3DSIH_IF)
5555 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5556 list_add_head(&priv->control_frames, &control_frame->entry);
5557 control_frame->type = IF;
5559 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5560 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5561 bool_const = !bool_const;
5562 if (!priv->muted && !bool_const)
5564 shader_addline(buffer, "#if(FALSE){\n");
5565 priv->muted = TRUE;
5566 control_frame->muting = TRUE;
5568 else shader_addline(buffer, "#if(TRUE) {\n");
5570 return; /* Instruction is handled */
5572 else if(ins->handler_idx == WINED3DSIH_IFC)
5574 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5575 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5576 control_frame->type = IFC;
5577 control_frame->no.ifc = priv->num_ifcs++;
5578 list_add_head(&priv->control_frames, &control_frame->entry);
5580 else if(ins->handler_idx == WINED3DSIH_ELSE)
5582 struct list *e = list_head(&priv->control_frames);
5583 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5585 if(control_frame->type == IF)
5587 shader_addline(buffer, "#} else {\n");
5588 if(!priv->muted && !control_frame->muting)
5590 priv->muted = TRUE;
5591 control_frame->muting = TRUE;
5593 else if(control_frame->muting) priv->muted = FALSE;
5594 return; /* Instruction is handled. */
5596 /* In case of an ifc, generate a HW shader instruction */
5597 if (control_frame->type != IFC)
5598 ERR("Control frame does not match.\n");
5600 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5602 struct list *e = list_head(&priv->control_frames);
5603 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5605 if(control_frame->type == IF)
5607 shader_addline(buffer, "#} endif\n");
5608 if(control_frame->muting) priv->muted = FALSE;
5609 list_remove(&control_frame->entry);
5610 HeapFree(GetProcessHeap(), 0, control_frame);
5611 return; /* Instruction is handled */
5613 /* In case of an ifc, generate a HW shader instruction */
5614 if (control_frame->type != IFC)
5615 ERR("Control frame does not match.\n");
5618 if(priv->muted)
5620 pop_control_frame(ins);
5621 return;
5624 /* Select handler */
5625 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5627 /* Unhandled opcode */
5628 if (!hw_fct)
5630 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5631 return;
5633 hw_fct(ins);
5635 pop_control_frame(ins);
5637 shader_arb_add_instruction_modifiers(ins);
5640 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5642 struct shader_arb_priv *priv = shader_priv;
5644 return priv->ffp_proj_control;
5647 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5649 shader_arb_handle_instruction,
5650 shader_arb_select,
5651 shader_arb_select_depth_blt,
5652 shader_arb_deselect_depth_blt,
5653 shader_arb_update_float_vertex_constants,
5654 shader_arb_update_float_pixel_constants,
5655 shader_arb_load_constants,
5656 shader_arb_load_np2fixup_constants,
5657 shader_arb_destroy,
5658 shader_arb_alloc,
5659 shader_arb_free,
5660 shader_arb_context_destroyed,
5661 shader_arb_get_caps,
5662 shader_arb_color_fixup_supported,
5663 shader_arb_has_ffp_proj_control,
5666 /* ARB_fragment_program fixed function pipeline replacement definitions */
5667 #define ARB_FFP_CONST_TFACTOR 0
5668 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5669 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5670 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5671 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5673 struct arbfp_ffp_desc
5675 struct ffp_frag_desc parent;
5676 GLuint shader;
5679 /* Context activation is done by the caller. */
5680 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5682 if (enable)
5684 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5685 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5687 else
5689 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5690 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5694 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5696 struct shader_arb_priv *priv;
5698 /* Share private data between the shader backend and the pipeline
5699 * replacement, if both are the arb implementation. This is needed to
5700 * figure out whether ARBfp should be disabled if no pixel shader is bound
5701 * or not. */
5702 if (shader_backend == &arb_program_shader_backend)
5703 priv = shader_priv;
5704 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5705 return NULL;
5707 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5709 ERR("Failed to initialize rbtree.\n");
5710 if (priv != shader_priv)
5711 HeapFree(GetProcessHeap(), 0, priv);
5712 return NULL;
5714 priv->use_arbfp_fixed_func = TRUE;
5716 return priv;
5719 /* Context activation is done by the caller. */
5720 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5722 const struct wined3d_gl_info *gl_info = context;
5723 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5725 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5726 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5727 HeapFree(GetProcessHeap(), 0, entry_arb);
5730 /* Context activation is done by the caller. */
5731 static void arbfp_free(struct wined3d_device *device)
5733 struct shader_arb_priv *priv = device->fragment_priv;
5735 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5736 priv->use_arbfp_fixed_func = FALSE;
5738 if (device->shader_backend != &arb_program_shader_backend)
5740 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5744 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5746 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5747 | WINED3D_FRAGMENT_CAP_SRGB_WRITE;
5748 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5749 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5750 WINED3DTEXOPCAPS_SELECTARG1 |
5751 WINED3DTEXOPCAPS_SELECTARG2 |
5752 WINED3DTEXOPCAPS_MODULATE4X |
5753 WINED3DTEXOPCAPS_MODULATE2X |
5754 WINED3DTEXOPCAPS_MODULATE |
5755 WINED3DTEXOPCAPS_ADDSIGNED2X |
5756 WINED3DTEXOPCAPS_ADDSIGNED |
5757 WINED3DTEXOPCAPS_ADD |
5758 WINED3DTEXOPCAPS_SUBTRACT |
5759 WINED3DTEXOPCAPS_ADDSMOOTH |
5760 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5761 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5762 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5763 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5764 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5765 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5766 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5767 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5768 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5769 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5770 WINED3DTEXOPCAPS_MULTIPLYADD |
5771 WINED3DTEXOPCAPS_LERP |
5772 WINED3DTEXOPCAPS_BUMPENVMAP |
5773 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5775 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5777 caps->MaxTextureBlendStages = 8;
5778 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5781 static void state_texfactor_arbfp(struct wined3d_context *context,
5782 const struct wined3d_state *state, DWORD state_id)
5784 struct wined3d_device *device = context->swapchain->device;
5785 const struct wined3d_gl_info *gl_info = context->gl_info;
5786 float col[4];
5788 /* Don't load the parameter if we're using an arbfp pixel shader,
5789 * otherwise we'll overwrite application provided constants. */
5790 if (device->shader_backend == &arb_program_shader_backend)
5792 struct shader_arb_priv *priv;
5794 if (use_ps(state)) return;
5796 priv = device->shader_priv;
5797 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5798 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5801 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5802 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5803 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5806 static void state_arb_specularenable(struct wined3d_context *context,
5807 const struct wined3d_state *state, DWORD state_id)
5809 struct wined3d_device *device = context->swapchain->device;
5810 const struct wined3d_gl_info *gl_info = context->gl_info;
5811 float col[4];
5813 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5814 * application provided constants
5816 if (device->shader_backend == &arb_program_shader_backend)
5818 struct shader_arb_priv *priv;
5820 if (use_ps(state)) return;
5822 priv = device->shader_priv;
5823 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5824 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5827 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5829 /* The specular color has no alpha */
5830 col[0] = 1.0f; col[1] = 1.0f;
5831 col[2] = 1.0f; col[3] = 0.0f;
5832 } else {
5833 col[0] = 0.0f; col[1] = 0.0f;
5834 col[2] = 0.0f; col[3] = 0.0f;
5836 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5837 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5840 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5842 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5843 struct wined3d_device *device = context->swapchain->device;
5844 const struct wined3d_gl_info *gl_info = context->gl_info;
5845 float mat[2][2];
5847 if (use_ps(state))
5849 /* The pixel shader has to know the bump env matrix. Do a constants
5850 * update. */
5851 if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
5852 context->load_constants = 1;
5854 if(device->shader_backend == &arb_program_shader_backend) {
5855 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5856 return;
5859 else if (device->shader_backend == &arb_program_shader_backend)
5861 struct shader_arb_priv *priv = device->shader_priv;
5862 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5863 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5866 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5867 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5868 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5869 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5871 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5872 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5875 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5876 const struct wined3d_state *state, DWORD state_id)
5878 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5879 struct wined3d_device *device = context->swapchain->device;
5880 const struct wined3d_gl_info *gl_info = context->gl_info;
5881 float param[4];
5883 if (use_ps(state))
5885 /* The pixel shader has to know the luminance offset. Do a constants
5886 * update. */
5887 if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
5888 context->load_constants = 1;
5890 if(device->shader_backend == &arb_program_shader_backend) {
5891 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5892 return;
5895 else if (device->shader_backend == &arb_program_shader_backend)
5897 struct shader_arb_priv *priv = device->shader_priv;
5898 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5899 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5902 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5903 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5904 param[2] = 0.0f;
5905 param[3] = 0.0f;
5907 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5908 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5911 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5913 const char *ret;
5915 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5917 switch(arg & WINED3DTA_SELECTMASK) {
5918 case WINED3DTA_DIFFUSE:
5919 ret = "fragment.color.primary"; break;
5921 case WINED3DTA_CURRENT:
5922 if (!stage) ret = "fragment.color.primary";
5923 else ret = "ret";
5924 break;
5926 case WINED3DTA_TEXTURE:
5927 switch(stage) {
5928 case 0: ret = "tex0"; break;
5929 case 1: ret = "tex1"; break;
5930 case 2: ret = "tex2"; break;
5931 case 3: ret = "tex3"; break;
5932 case 4: ret = "tex4"; break;
5933 case 5: ret = "tex5"; break;
5934 case 6: ret = "tex6"; break;
5935 case 7: ret = "tex7"; break;
5936 default: ret = "unknown texture";
5938 break;
5940 case WINED3DTA_TFACTOR:
5941 ret = "tfactor"; break;
5943 case WINED3DTA_SPECULAR:
5944 ret = "fragment.color.secondary"; break;
5946 case WINED3DTA_TEMP:
5947 ret = "tempreg"; break;
5949 case WINED3DTA_CONSTANT:
5950 FIXME("Implement perstage constants\n");
5951 switch(stage) {
5952 case 0: ret = "const0"; break;
5953 case 1: ret = "const1"; break;
5954 case 2: ret = "const2"; break;
5955 case 3: ret = "const3"; break;
5956 case 4: ret = "const4"; break;
5957 case 5: ret = "const5"; break;
5958 case 6: ret = "const6"; break;
5959 case 7: ret = "const7"; break;
5960 default: ret = "unknown constant";
5962 break;
5964 default:
5965 return "unknown";
5968 if(arg & WINED3DTA_COMPLEMENT) {
5969 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5970 if(argnum == 0) ret = "arg0";
5971 if(argnum == 1) ret = "arg1";
5972 if(argnum == 2) ret = "arg2";
5974 if(arg & WINED3DTA_ALPHAREPLICATE) {
5975 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5976 if(argnum == 0) ret = "arg0";
5977 if(argnum == 1) ret = "arg1";
5978 if(argnum == 2) ret = "arg2";
5980 return ret;
5983 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5984 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5986 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5987 unsigned int mul = 1;
5989 if(color && alpha) dstmask = "";
5990 else if(color) dstmask = ".xyz";
5991 else dstmask = ".w";
5993 if(dst == tempreg) dstreg = "tempreg";
5994 else dstreg = "ret";
5996 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5997 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5998 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6000 switch (op)
6002 case WINED3D_TOP_DISABLE:
6003 if (!stage)
6004 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
6005 break;
6007 case WINED3D_TOP_SELECT_ARG2:
6008 arg1 = arg2;
6009 /* FALLTHROUGH */
6010 case WINED3D_TOP_SELECT_ARG1:
6011 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6012 break;
6014 case WINED3D_TOP_MODULATE_4X:
6015 mul = 2;
6016 /* FALLTHROUGH */
6017 case WINED3D_TOP_MODULATE_2X:
6018 mul *= 2;
6019 /* FALLTHROUGH */
6020 case WINED3D_TOP_MODULATE:
6021 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6022 break;
6024 case WINED3D_TOP_ADD_SIGNED_2X:
6025 mul = 2;
6026 /* FALLTHROUGH */
6027 case WINED3D_TOP_ADD_SIGNED:
6028 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6029 arg2 = "arg2";
6030 /* FALLTHROUGH */
6031 case WINED3D_TOP_ADD:
6032 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6033 break;
6035 case WINED3D_TOP_SUBTRACT:
6036 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6037 break;
6039 case WINED3D_TOP_ADD_SMOOTH:
6040 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6041 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6042 break;
6044 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6045 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6046 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6047 break;
6048 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6049 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6050 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6051 break;
6052 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6053 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6054 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6055 break;
6056 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6057 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6058 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6059 break;
6061 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6062 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6063 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6064 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6065 break;
6067 /* D3DTOP_PREMODULATE ???? */
6069 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6070 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6071 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6072 break;
6073 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6074 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6075 break;
6076 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6077 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6078 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6079 break;
6080 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6081 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6082 break;
6084 case WINED3D_TOP_DOTPRODUCT3:
6085 mul = 4;
6086 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6087 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6088 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6089 break;
6091 case WINED3D_TOP_MULTIPLY_ADD:
6092 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6093 break;
6095 case WINED3D_TOP_LERP:
6096 /* The msdn is not quite right here */
6097 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6098 break;
6100 case WINED3D_TOP_BUMPENVMAP:
6101 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6102 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6103 break;
6105 default:
6106 FIXME("Unhandled texture op %08x\n", op);
6109 if (mul == 2)
6110 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6111 else if (mul == 4)
6112 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6115 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6117 unsigned int stage;
6118 struct wined3d_shader_buffer buffer;
6119 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6120 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6121 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6122 UINT lowest_disabled_stage;
6123 const char *textype;
6124 const char *instr, *sat;
6125 char colorcor_dst[8];
6126 GLuint ret;
6127 DWORD arg0, arg1, arg2;
6128 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6129 BOOL op_equal;
6130 const char *final_combiner_src = "ret";
6131 GLint pos;
6133 /* Find out which textures are read */
6134 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6136 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6137 break;
6138 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6139 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6140 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6141 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6142 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6143 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6145 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6146 tex_read[stage] = TRUE;
6147 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6148 tex_read[stage] = TRUE;
6149 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6151 bump_used[stage] = TRUE;
6152 tex_read[stage] = TRUE;
6154 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6156 bump_used[stage] = TRUE;
6157 tex_read[stage] = TRUE;
6158 luminance_used[stage] = TRUE;
6160 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6162 tfactor_used = TRUE;
6165 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6166 tfactor_used = TRUE;
6169 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6170 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6171 tempreg_used = TRUE;
6174 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6175 continue;
6176 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6177 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6178 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6179 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6180 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6181 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6183 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6184 tempreg_used = TRUE;
6186 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6187 tfactor_used = TRUE;
6190 lowest_disabled_stage = stage;
6192 /* Shader header */
6193 if (!shader_buffer_init(&buffer))
6195 ERR("Failed to initialize shader buffer.\n");
6196 return 0;
6199 shader_addline(&buffer, "!!ARBfp1.0\n");
6201 switch(settings->fog) {
6202 case FOG_OFF: break;
6203 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6204 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6205 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6206 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6209 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6210 shader_addline(&buffer, "TEMP TMP;\n");
6211 shader_addline(&buffer, "TEMP ret;\n");
6212 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6213 shader_addline(&buffer, "TEMP arg0;\n");
6214 shader_addline(&buffer, "TEMP arg1;\n");
6215 shader_addline(&buffer, "TEMP arg2;\n");
6216 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6217 if(!tex_read[stage]) continue;
6218 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6219 if(!bump_used[stage]) continue;
6220 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6221 if(!luminance_used[stage]) continue;
6222 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6224 if(tfactor_used) {
6225 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6227 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6229 if(settings->sRGB_write) {
6230 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6231 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6232 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6233 srgb_sub_high, 0.0, 0.0, 0.0);
6236 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6237 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6239 /* Generate texture sampling instructions) */
6240 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6242 if (!tex_read[stage])
6243 continue;
6245 switch(settings->op[stage].tex_type) {
6246 case tex_1d: textype = "1D"; break;
6247 case tex_2d: textype = "2D"; break;
6248 case tex_3d: textype = "3D"; break;
6249 case tex_cube: textype = "CUBE"; break;
6250 case tex_rect: textype = "RECT"; break;
6251 default: textype = "unexpected_textype"; break;
6254 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
6255 || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6256 sat = "";
6257 else
6258 sat = "_SAT";
6260 if(settings->op[stage].projected == proj_none) {
6261 instr = "TEX";
6262 } else if(settings->op[stage].projected == proj_count4 ||
6263 settings->op[stage].projected == proj_count3) {
6264 instr = "TXP";
6265 } else {
6266 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6267 instr = "TXP";
6270 if (stage > 0
6271 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6272 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6274 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6275 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6276 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6277 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6279 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6280 * so multiply the displacement with the dividing parameter before passing it to TXP
6282 if (settings->op[stage].projected != proj_none) {
6283 if(settings->op[stage].projected == proj_count4) {
6284 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6285 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6286 } else {
6287 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6288 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6290 } else {
6291 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6294 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6295 instr, sat, stage, stage, textype);
6296 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6298 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6299 stage - 1, stage - 1, stage - 1);
6300 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6302 } else if(settings->op[stage].projected == proj_count3) {
6303 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6304 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6305 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6306 instr, sat, stage, stage, textype);
6307 } else {
6308 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6309 instr, sat, stage, stage, stage, textype);
6312 sprintf(colorcor_dst, "tex%u", stage);
6313 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6314 settings->op[stage].color_fixup);
6317 /* Generate the main shader */
6318 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6320 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6322 if (!stage)
6323 final_combiner_src = "fragment.color.primary";
6324 break;
6327 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6328 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6329 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6330 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6331 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6332 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6333 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6334 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6335 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6336 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6337 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6338 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6339 else
6340 op_equal = settings->op[stage].aop == settings->op[stage].cop
6341 && settings->op[stage].carg0 == settings->op[stage].aarg0
6342 && settings->op[stage].carg1 == settings->op[stage].aarg1
6343 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6345 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6347 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6348 settings->op[stage].cop, settings->op[stage].carg0,
6349 settings->op[stage].carg1, settings->op[stage].carg2);
6350 if (!stage)
6351 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6353 else if (op_equal)
6355 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6356 settings->op[stage].cop, settings->op[stage].carg0,
6357 settings->op[stage].carg1, settings->op[stage].carg2);
6358 } else {
6359 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6360 settings->op[stage].cop, settings->op[stage].carg0,
6361 settings->op[stage].carg1, settings->op[stage].carg2);
6362 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6363 settings->op[stage].aop, settings->op[stage].aarg0,
6364 settings->op[stage].aarg1, settings->op[stage].aarg2);
6368 if(settings->sRGB_write) {
6369 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6370 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6371 shader_addline(&buffer, "MOV result.color, ret;\n");
6372 } else {
6373 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6376 /* Footer */
6377 shader_addline(&buffer, "END\n");
6379 /* Generate the shader */
6380 GL_EXTCALL(glGenProgramsARB(1, &ret));
6381 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6382 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6383 strlen(buffer.buffer), buffer.buffer));
6384 checkGLcall("glProgramStringARB()");
6386 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6387 if (pos != -1)
6389 FIXME("Fragment program error at position %d: %s\n\n", pos,
6390 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6391 shader_arb_dump_program_source(buffer.buffer);
6393 else
6395 GLint native;
6397 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6398 checkGLcall("glGetProgramivARB()");
6399 if (!native) WARN("Program exceeds native resource limits.\n");
6402 shader_buffer_free(&buffer);
6403 return ret;
6406 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6408 const struct wined3d_device *device = context->swapchain->device;
6409 const struct wined3d_gl_info *gl_info = context->gl_info;
6410 struct shader_arb_priv *priv = device->fragment_priv;
6411 BOOL use_pshader = use_ps(state);
6412 struct ffp_frag_settings settings;
6413 const struct arbfp_ffp_desc *desc;
6414 unsigned int i;
6416 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6418 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6420 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6422 /* Reload fixed function constants since they collide with the
6423 * pixel shader constants. */
6424 for (i = 0; i < MAX_TEXTURES; ++i)
6426 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6428 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6429 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6431 else if (use_pshader)
6433 context->select_shader = 1;
6435 return;
6438 if (!use_pshader)
6440 /* Find or create a shader implementing the fixed function pipeline
6441 * settings, then activate it. */
6442 gen_ffp_frag_op(device, state, &settings, FALSE);
6443 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6444 if(!desc) {
6445 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6446 if (!new_desc)
6448 ERR("Out of memory\n");
6449 return;
6452 new_desc->parent.settings = settings;
6453 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6454 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6455 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6456 desc = new_desc;
6459 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6460 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6461 * deactivate it.
6463 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6464 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6465 priv->current_fprogram_id = desc->shader;
6467 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6469 /* Reload fixed function constants since they collide with the
6470 * pixel shader constants. */
6471 for (i = 0; i < MAX_TEXTURES; ++i)
6473 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6475 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6476 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6478 context->last_was_pshader = FALSE;
6479 } else {
6480 context->last_was_pshader = TRUE;
6483 context->select_shader = 1;
6484 context->load_constants = 1;
6487 /* We can't link the fog states to the fragment state directly since the
6488 * vertex pipeline links them to FOGENABLE. A different linking in different
6489 * pipeline parts can't be expressed in the combined state table, so we need
6490 * to handle that with a forwarding function. The other invisible side effect
6491 * is that changing the fog start and fog end (which links to FOGENABLE in
6492 * vertex) results in the fragment_prog_arbfp function being called because
6493 * FOGENABLE is dirty, which calls this function here. */
6494 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6496 enum fogsource new_source;
6498 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6500 if (!isStateDirty(context, STATE_PIXELSHADER))
6501 fragment_prog_arbfp(context, state, state_id);
6503 if (!state->render_states[WINED3D_RS_FOGENABLE])
6504 return;
6506 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6508 if (use_vs(state))
6510 new_source = FOGSOURCE_VS;
6512 else
6514 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6515 new_source = FOGSOURCE_COORD;
6516 else
6517 new_source = FOGSOURCE_FFP;
6520 else
6522 new_source = FOGSOURCE_FFP;
6525 if (new_source != context->fog_source)
6527 context->fog_source = new_source;
6528 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6532 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6534 if (!isStateDirty(context, STATE_PIXELSHADER))
6535 fragment_prog_arbfp(context, state, state_id);
6538 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6540 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6541 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6542 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6543 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6544 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6545 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6546 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6547 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6548 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6549 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6550 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6551 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6552 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6553 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6554 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6555 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6556 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6557 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6558 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6559 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6560 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6561 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6562 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6563 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6564 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6565 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6566 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6567 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6568 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6569 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6570 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6571 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6572 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6573 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6574 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6575 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6576 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6577 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6578 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6579 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6580 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6581 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6582 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6583 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6584 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6585 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6586 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6587 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6588 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6589 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6590 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6591 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6592 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6593 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6594 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6595 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6596 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6597 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6598 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6599 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6600 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6601 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6602 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6603 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6604 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6605 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6606 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6607 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6608 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6609 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6610 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6611 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6612 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6613 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6614 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6615 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6616 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6617 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6618 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6619 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6620 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6621 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6622 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6623 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6624 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6625 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6626 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6627 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6628 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6629 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6630 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6631 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6632 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6633 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6634 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6635 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6636 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6637 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6638 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6639 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6640 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6641 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6642 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6643 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6644 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6645 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6646 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6647 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6648 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6649 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6650 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6651 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6652 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6653 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6654 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6655 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6656 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6657 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6658 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6659 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6660 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6661 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6662 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6663 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6664 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6665 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6666 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6667 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6668 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6669 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6670 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6671 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6672 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6673 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6674 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6675 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6676 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6677 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6678 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6679 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6680 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6683 const struct fragment_pipeline arbfp_fragment_pipeline = {
6684 arbfp_enable,
6685 arbfp_get_caps,
6686 arbfp_alloc,
6687 arbfp_free,
6688 shader_arb_color_fixup_supported,
6689 arbfp_fragmentstate_template,
6692 struct arbfp_blit_priv {
6693 GLenum yuy2_rect_shader, yuy2_2d_shader;
6694 GLenum uyvy_rect_shader, uyvy_2d_shader;
6695 GLenum yv12_rect_shader, yv12_2d_shader;
6696 GLenum p8_rect_shader, p8_2d_shader;
6697 GLuint palette_texture;
6700 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6702 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6703 if(!device->blit_priv) {
6704 ERR("Out of memory\n");
6705 return E_OUTOFMEMORY;
6707 return WINED3D_OK;
6710 /* Context activation is done by the caller. */
6711 static void arbfp_blit_free(struct wined3d_device *device)
6713 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6714 struct arbfp_blit_priv *priv = device->blit_priv;
6716 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6717 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6718 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6719 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6720 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6721 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6722 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6723 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6724 checkGLcall("Delete yuv and p8 programs");
6726 if (priv->palette_texture)
6727 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6729 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6730 device->blit_priv = NULL;
6733 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6734 GLenum textype, char *luminance)
6736 char chroma;
6737 const char *tex, *texinstr;
6739 if (fixup == COMPLEX_FIXUP_UYVY) {
6740 chroma = 'x';
6741 *luminance = 'w';
6742 } else {
6743 chroma = 'w';
6744 *luminance = 'x';
6746 switch(textype) {
6747 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6748 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6749 default:
6750 /* This is more tricky than just replacing the texture type - we have to navigate
6751 * properly in the texture to find the correct chroma values
6753 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6754 return FALSE;
6757 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6758 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6759 * filtering when we sample the texture.
6761 * These are the rules for reading the chroma:
6763 * Even pixel: Cr
6764 * Even pixel: U
6765 * Odd pixel: V
6767 * So we have to get the sampling x position in non-normalized coordinates in integers
6769 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6770 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6771 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6772 } else {
6773 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6775 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6776 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6777 * 0.5, so add 0.5.
6779 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6780 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6782 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6783 * even and odd pixels respectively
6785 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6786 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6788 /* Sample Pixel 1 */
6789 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6791 /* Put the value into either of the chroma values */
6792 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6793 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6794 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6795 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6797 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6798 * the pixel right to the current one. Otherwise, sample the left pixel.
6799 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6801 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6802 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6803 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6805 /* Put the value into the other chroma */
6806 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6807 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6808 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6809 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6811 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6812 * the current one and lerp the two U and V values
6815 /* This gives the correctly filtered luminance value */
6816 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6818 return TRUE;
6821 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6823 const char *tex;
6825 switch(textype) {
6826 case GL_TEXTURE_2D: tex = "2D"; break;
6827 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6828 default:
6829 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6830 return FALSE;
6833 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6834 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6835 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6836 * pitch of the luminance plane, the packing into the gl texture is a bit
6837 * unfortunate. If the whole texture is interpreted as luminance data it looks
6838 * approximately like this:
6840 * +----------------------------------+----
6841 * | |
6842 * | |
6843 * | |
6844 * | |
6845 * | | 2
6846 * | LUMINANCE | -
6847 * | | 3
6848 * | |
6849 * | |
6850 * | |
6851 * | |
6852 * +----------------+-----------------+----
6853 * | | |
6854 * | U even rows | U odd rows |
6855 * | | | 1
6856 * +----------------+------------------ -
6857 * | | | 3
6858 * | V even rows | V odd rows |
6859 * | | |
6860 * +----------------+-----------------+----
6861 * | | |
6862 * | 0.5 | 0.5 |
6864 * So it appears as if there are 4 chroma images, but in fact the odd rows
6865 * in the chroma images are in the same row as the even ones. So its is
6866 * kinda tricky to read
6868 * When reading from rectangle textures, keep in mind that the input y coordinates
6869 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6871 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6872 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6874 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6875 /* the chroma planes have only half the width */
6876 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6878 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6879 * the coordinate. Also read the right side of the image when reading odd lines
6881 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6882 * bleeding
6884 if(textype == GL_TEXTURE_2D) {
6886 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6888 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6890 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6891 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6893 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6894 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6895 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6896 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6897 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6899 /* clamp, keep the half pixel origin in mind */
6900 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6901 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6902 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6903 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6904 } else {
6905 /* Read from [size - size+size/4] */
6906 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6907 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6909 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6910 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6911 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6912 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6913 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6914 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6916 /* Make sure to read exactly from the pixel center */
6917 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6918 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6920 /* Clamp */
6921 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6922 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6923 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6924 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6925 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6927 /* Read the texture, put the result into the output register */
6928 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6929 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6931 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6932 * No need to clamp because we're just reusing the already clamped value from above
6934 if(textype == GL_TEXTURE_2D) {
6935 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6936 } else {
6937 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6939 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6940 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6942 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6943 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6944 * values due to filtering
6946 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6947 if(textype == GL_TEXTURE_2D) {
6948 /* Multiply the y coordinate by 2/3 and clamp it */
6949 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6950 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6951 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6952 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6953 } else {
6954 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6955 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6956 * is bigger
6958 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6959 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6960 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6962 *luminance = 'a';
6964 return TRUE;
6967 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6968 const struct wined3d_gl_info *gl_info, GLenum textype)
6970 GLenum shader;
6971 struct wined3d_shader_buffer buffer;
6972 GLint pos;
6974 /* Shader header */
6975 if (!shader_buffer_init(&buffer))
6977 ERR("Failed to initialize shader buffer.\n");
6978 return 0;
6981 GL_EXTCALL(glGenProgramsARB(1, &shader));
6982 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6983 if (!shader)
6985 shader_buffer_free(&buffer);
6986 return 0;
6989 shader_addline(&buffer, "!!ARBfp1.0\n");
6990 shader_addline(&buffer, "TEMP index;\n");
6992 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6993 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6995 /* The alpha-component contains the palette index */
6996 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6997 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6998 else
6999 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
7001 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7002 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7004 /* Use the alpha-component as an index in the palette to get the final color */
7005 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7006 shader_addline(&buffer, "END\n");
7008 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7009 strlen(buffer.buffer), buffer.buffer));
7010 checkGLcall("glProgramStringARB()");
7012 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7013 if (pos != -1)
7015 FIXME("Fragment program error at position %d: %s\n\n", pos,
7016 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7017 shader_arb_dump_program_source(buffer.buffer);
7020 if (textype == GL_TEXTURE_RECTANGLE_ARB)
7021 priv->p8_rect_shader = shader;
7022 else
7023 priv->p8_2d_shader = shader;
7025 shader_buffer_free(&buffer);
7027 return shader;
7030 /* Context activation is done by the caller. */
7031 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
7033 BYTE table[256][4];
7034 struct wined3d_device *device = surface->resource.device;
7035 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7036 struct arbfp_blit_priv *priv = device->blit_priv;
7037 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) != 0;
7039 d3dfmt_p8_init_palette(surface, table, colorkey);
7041 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7043 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
7044 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
7047 if (!priv->palette_texture)
7048 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7050 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
7051 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7053 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7055 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7056 /* Make sure we have discrete color levels. */
7057 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7058 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7059 /* Upload the palette */
7060 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7061 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7063 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7065 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
7066 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
7069 /* Switch back to unit 0 in which the 2D texture will be stored. */
7070 context_active_texture(context, gl_info, 0);
7073 /* Context activation is done by the caller. */
7074 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7075 enum complex_fixup yuv_fixup, GLenum textype)
7077 GLenum shader;
7078 struct wined3d_shader_buffer buffer;
7079 char luminance_component;
7080 GLint pos;
7082 /* Shader header */
7083 if (!shader_buffer_init(&buffer))
7085 ERR("Failed to initialize shader buffer.\n");
7086 return 0;
7089 GL_EXTCALL(glGenProgramsARB(1, &shader));
7090 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7091 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7092 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7093 if (!shader)
7095 shader_buffer_free(&buffer);
7096 return 0;
7099 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7100 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7101 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7102 * each single pixel it contains, and one U and one V value shared between both
7103 * pixels.
7105 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7106 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7107 * take the format into account when generating the read swizzles
7109 * Reading the Y value is straightforward - just sample the texture. The hardware
7110 * takes care of filtering in the horizontal and vertical direction.
7112 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7113 * because that would mix the U and V values of one pixel or two adjacent pixels.
7114 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7115 * regardless of the filtering setting. Vertical filtering works automatically
7116 * though - the U and V values of two rows are mixed nicely.
7118 * Apart of avoiding filtering issues, the code has to know which value it just
7119 * read, and where it can find the other one. To determine this, it checks if
7120 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7122 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7123 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7125 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7126 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7127 * in an unfiltered situation. Finding the luminance on the other hand requires
7128 * finding out if it is an odd or even pixel. The real drawback of this approach
7129 * is filtering. This would have to be emulated completely in the shader, reading
7130 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7131 * vertically. Beyond that it would require adjustments to the texture handling
7132 * code to deal with the width scaling
7134 shader_addline(&buffer, "!!ARBfp1.0\n");
7135 shader_addline(&buffer, "TEMP luminance;\n");
7136 shader_addline(&buffer, "TEMP temp;\n");
7137 shader_addline(&buffer, "TEMP chroma;\n");
7138 shader_addline(&buffer, "TEMP texcrd;\n");
7139 shader_addline(&buffer, "TEMP texcrd2;\n");
7140 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7141 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7142 shader_addline(&buffer, "PARAM size = program.local[0];\n");
7144 switch (yuv_fixup)
7146 case COMPLEX_FIXUP_UYVY:
7147 case COMPLEX_FIXUP_YUY2:
7148 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7150 shader_buffer_free(&buffer);
7151 return 0;
7153 break;
7155 case COMPLEX_FIXUP_YV12:
7156 if (!gen_yv12_read(&buffer, textype, &luminance_component))
7158 shader_buffer_free(&buffer);
7159 return 0;
7161 break;
7163 default:
7164 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7165 shader_buffer_free(&buffer);
7166 return 0;
7169 /* Calculate the final result. Formula is taken from
7170 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7171 * ranges from -0.5 to 0.5
7173 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7175 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7176 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7177 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7178 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7179 shader_addline(&buffer, "END\n");
7181 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7182 strlen(buffer.buffer), buffer.buffer));
7183 checkGLcall("glProgramStringARB()");
7185 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7186 if (pos != -1)
7188 FIXME("Fragment program error at position %d: %s\n\n", pos,
7189 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7190 shader_arb_dump_program_source(buffer.buffer);
7192 else
7194 GLint native;
7196 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7197 checkGLcall("glGetProgramivARB()");
7198 if (!native) WARN("Program exceeds native resource limits.\n");
7201 shader_buffer_free(&buffer);
7203 switch (yuv_fixup)
7205 case COMPLEX_FIXUP_YUY2:
7206 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7207 else priv->yuy2_2d_shader = shader;
7208 break;
7210 case COMPLEX_FIXUP_UYVY:
7211 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7212 else priv->uyvy_2d_shader = shader;
7213 break;
7215 case COMPLEX_FIXUP_YV12:
7216 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7217 else priv->yv12_2d_shader = shader;
7218 break;
7219 default:
7220 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7223 return shader;
7226 /* Context activation is done by the caller. */
7227 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7229 GLenum shader;
7230 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7231 struct arbfp_blit_priv *priv = blit_priv;
7232 enum complex_fixup fixup;
7233 const struct wined3d_gl_info *gl_info = context->gl_info;
7234 GLenum textype;
7236 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
7237 textype = surface->container.u.texture->target;
7238 else
7239 textype = surface->texture_target;
7241 if (surface->flags & SFLAG_CONVERTED)
7243 gl_info->gl_ops.gl.p_glEnable(textype);
7244 checkGLcall("glEnable(textype)");
7245 return WINED3D_OK;
7248 if (!is_complex_fixup(surface->resource.format->color_fixup))
7250 TRACE("Fixup:\n");
7251 dump_color_fixup_desc(surface->resource.format->color_fixup);
7252 /* Don't bother setting up a shader for unconverted formats */
7253 gl_info->gl_ops.gl.p_glEnable(textype);
7254 checkGLcall("glEnable(textype)");
7255 return WINED3D_OK;
7258 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7260 switch(fixup)
7262 case COMPLEX_FIXUP_YUY2:
7263 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7264 break;
7266 case COMPLEX_FIXUP_UYVY:
7267 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7268 break;
7270 case COMPLEX_FIXUP_YV12:
7271 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7272 break;
7274 case COMPLEX_FIXUP_P8:
7275 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7276 if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7278 upload_palette(surface, context);
7279 break;
7281 default:
7282 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7283 gl_info->gl_ops.gl.p_glEnable(textype);
7284 checkGLcall("glEnable(textype)");
7285 return E_NOTIMPL;
7288 if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7290 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7291 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7292 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7293 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7294 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7295 checkGLcall("glProgramLocalParameter4fvARB");
7297 return WINED3D_OK;
7300 /* Context activation is done by the caller. */
7301 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7303 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7304 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7305 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
7306 checkGLcall("glDisable(GL_TEXTURE_2D)");
7307 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7309 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7310 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7312 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7314 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
7315 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7319 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7320 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7321 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7323 enum complex_fixup src_fixup;
7325 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7326 return FALSE;
7328 if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7330 TRACE("Unsupported blit_op=%d\n", blit_op);
7331 return FALSE;
7334 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7335 return FALSE;
7337 src_fixup = get_complex_fixup(src_format->color_fixup);
7338 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7340 TRACE("Checking support for fixup:\n");
7341 dump_color_fixup_desc(src_format->color_fixup);
7344 if (!is_identity_fixup(dst_format->color_fixup))
7346 TRACE("Destination fixups are not supported\n");
7347 return FALSE;
7350 if (is_identity_fixup(src_format->color_fixup))
7352 TRACE("[OK]\n");
7353 return TRUE;
7356 /* We only support YUV conversions. */
7357 if (!is_complex_fixup(src_format->color_fixup))
7359 TRACE("[FAILED]\n");
7360 return FALSE;
7363 switch(src_fixup)
7365 case COMPLEX_FIXUP_YUY2:
7366 case COMPLEX_FIXUP_UYVY:
7367 case COMPLEX_FIXUP_YV12:
7368 case COMPLEX_FIXUP_P8:
7369 TRACE("[OK]\n");
7370 return TRUE;
7372 default:
7373 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7374 TRACE("[FAILED]\n");
7375 return FALSE;
7379 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7380 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7381 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7383 struct wined3d_context *context;
7384 RECT src_rect = *src_rect_in;
7385 RECT dst_rect = *dst_rect_in;
7387 /* Now load the surface */
7388 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7389 && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
7391 /* Without FBO blits transferring from the drawable to the texture is
7392 * expensive, because we have to flip the data in sysmem. Since we can
7393 * flip in the blitter, we don't actually need that flip anyway. So we
7394 * use the surface's texture as scratch texture, and flip the source
7395 * rectangle instead. */
7396 surface_load_fb_texture(src_surface, FALSE);
7398 src_rect.top = src_surface->resource.height - src_rect.top;
7399 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7401 else
7402 surface_internal_preload(src_surface, SRGB_RGB);
7404 /* Activate the destination context, set it up for blitting */
7405 context = context_acquire(device, dst_surface);
7406 context_apply_blit_state(context, device);
7408 if (!surface_is_offscreen(dst_surface))
7409 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7411 arbfp_blit_set(device->blit_priv, context, src_surface);
7413 /* Draw a textured quad */
7414 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7416 /* Leave the opengl state valid for blitting */
7417 arbfp_blit_unset(context->gl_info);
7419 if (wined3d_settings.strict_draw_ordering
7420 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7421 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
7422 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7424 context_release(context);
7426 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
7427 return WINED3D_OK;
7430 /* Do not call while under the GL lock. */
7431 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7432 const RECT *dst_rect, const struct wined3d_color *color)
7434 FIXME("Color filling not implemented by arbfp_blit\n");
7435 return WINED3DERR_INVALIDCALL;
7438 /* Do not call while under the GL lock. */
7439 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7440 struct wined3d_surface *surface, const RECT *rect, float depth)
7442 FIXME("Depth filling not implemented by arbfp_blit.\n");
7443 return WINED3DERR_INVALIDCALL;
7446 const struct blit_shader arbfp_blit = {
7447 arbfp_blit_alloc,
7448 arbfp_blit_free,
7449 arbfp_blit_set,
7450 arbfp_blit_unset,
7451 arbfp_blit_supported,
7452 arbfp_blit_color_fill,
7453 arbfp_blit_depth_fill,