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
31 #include "wine/port.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
)
58 if (!(q
= strstr(p
, "\n")))
70 static void shader_arb_dump_program_source(const char *source
)
73 char *ptr
, *line
, *tmp
;
75 source_size
= strlen(source
) + 1;
76 tmp
= HeapAlloc(GetProcessHeap(), 0, source_size
);
79 ERR("Failed to allocate %u bytes for shader source.\n", source_size
);
82 memcpy(tmp
, source
, source_size
);
85 while ((line
= get_line(&ptr
))) FIXME(" %s\n", line
);
88 HeapFree(GetProcessHeap(), 0, tmp
);
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");
110 if (shader
== WINED3D_SHADER_TYPE_PIXEL
)
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";
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
);
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 */
171 struct wined3d_shader_loop_control loop_control
;
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. */
185 struct arb_ps_compile_args
187 struct ps_compile_args super
;
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
;
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
];
208 unsigned char numbumpenvmatconsts
;
212 struct arb_vs_compile_args
214 struct vs_compile_args super
;
220 unsigned char clip_texcoord
;
221 unsigned char clipplane_mask
;
223 DWORD boolclip_compare
;
228 unsigned char samplers
[4];
229 DWORD samplers_compare
;
231 unsigned char loop_ctrl
[MAX_CONST_I
][3];
234 struct arb_vs_compiled_shader
236 struct arb_vs_compile_args args
;
238 UINT int_consts
[MAX_CONST_I
];
240 char need_color_unclamp
;
244 struct recorded_instruction
246 struct wined3d_shader_instruction ins
;
250 struct shader_arb_ctx_priv
255 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
257 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
259 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
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
;
272 unsigned int num_loops
, loop_depth
, num_ifcs
;
275 unsigned int vs_clipplanes
;
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
];
290 struct wined3d_shader_signature_element
*sig
;
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
;
303 struct arb_vshader_private
{
304 struct arb_vs_compiled_shader
*gl_shaders
;
305 UINT num_gl_shaders
, shader_array_size
;
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
;
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 */
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
;
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
;
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]);
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)
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;
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
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 */
456 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
460 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
463 for(; i
< max_constants
; i
++) {
464 if(dirty_consts
[i
]) {
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 */
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 */
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
;
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;
525 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
531 tex_dim
[2] = tex
->pow2_matrix
[0];
532 tex_dim
[3] = tex
->pow2_matrix
[5];
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
;
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)
586 val
[0] = context
->render_offscreen
? 0.0f
: (float) rt_height
;
587 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
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
)
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];
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];
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
)
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];
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
;
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
);
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
;
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
);
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
;
762 if (shader
->load_local_constsF
|| list_empty(&shader
->constantsF
))
765 ret
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * shader
->limits
.constant_float
);
768 ERR("Out of memory\n");
772 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
774 ret
[lconst
->idx
] = idx
++;
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
;
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.
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
;
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
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
)
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
;
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
);
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
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
895 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
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);
917 for(i
= 0; i
< max_constantsF
; i
++) {
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
);
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
)
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';
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
)
987 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
988 *ptr
++ = swizzle_chars
[swizzle_x
];
990 *ptr
++ = swizzle_chars
[swizzle_x
];
991 *ptr
++ = swizzle_chars
[swizzle_y
];
992 *ptr
++ = swizzle_chars
[swizzle_z
];
993 *ptr
++ = swizzle_chars
[swizzle_w
];
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
;
1028 case WINED3DSPR_TEMP
:
1029 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1032 case WINED3DSPR_INPUT
:
1035 if (reg_maps
->shader_version
.major
< 3)
1037 if (!reg
->idx
[0].offset
)
1038 strcpy(register_name
, "fragment.color.primary");
1040 strcpy(register_name
, "fragment.color.secondary");
1044 if (reg
->idx
[0].rel_addr
)
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
]);
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
);
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
);
1101 if (reg
->idx
[0].offset
< MAX_REG_INPUT
)
1103 strcpy(register_name
, ctx
->ps_input
[reg
->idx
[0].offset
]);
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
);
1115 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
[0].offset
))
1117 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
[0].offset
);
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
;
1128 if (reg_maps
->shader_version
.major
< 2)
1130 sprintf(rel_reg
, "A0.x");
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**"))
1141 shader_arb_request_a0(ins
, rel_reg
);
1142 sprintf(rel_reg
, "A0.x");
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
);
1151 sprintf(register_name
, "C[%s - %u]", rel_reg
, rel_offset
- reg
->idx
[0].offset
);
1155 if (reg_maps
->usesrelconstF
)
1156 sprintf(register_name
, "C[%u]", reg
->idx
[0].offset
);
1158 sprintf(register_name
, "C%u", reg
->idx
[0].offset
);
1162 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
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
);
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
);
1178 if (reg_maps
->shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
1179 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1181 sprintf(register_name
, "A%u_SHADOW", reg
->idx
[0].offset
);
1185 case WINED3DSPR_COLOROUT
:
1186 if (ctx
->cur_ps_args
->super
.srgb_correction
&& !reg
->idx
[0].offset
)
1188 strcpy(register_name
, "TMP_COLOR");
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
);
1197 strcpy(register_name
, "result.color");
1201 case WINED3DSPR_RASTOUT
:
1202 if (reg
->idx
[0].offset
== 1)
1203 sprintf(register_name
, "%s", ctx
->fog_output
);
1205 sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
[0].offset
]);
1208 case WINED3DSPR_DEPTHOUT
:
1209 strcpy(register_name
, "result.depth");
1212 case WINED3DSPR_ATTROUT
:
1213 /* case WINED3DSPR_OUTPUT: */
1215 sprintf(register_name
, "oD[%u]", reg
->idx
[0].offset
);
1217 strcpy(register_name
, ctx
->color_output
[reg
->idx
[0].offset
]);
1220 case WINED3DSPR_TEXCRDOUT
:
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
]);
1226 strcpy(register_name
, ctx
->vs_output
[reg
->idx
[0].offset
]);
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");
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
1244 sprintf(register_name
, "**aL_emul**");
1249 case WINED3DSPR_CONSTINT
:
1250 sprintf(register_name
, "I%u", reg
->idx
[0].offset
);
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");
1259 FIXME("Unknown MISCTYPE register index %u.\n", reg
->idx
[0].offset
);
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
);
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];
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";
1294 FIXME("Unhandled channel source %#x\n", channel_source
);
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
)
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
);
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
;
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
));
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
;
1335 char *ptr
= reg_mask
;
1337 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
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';
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
)
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
;
1370 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1373 case WINED3DSPDM_SATURATE
:
1376 case WINED3DSPDM_PARTIALPRECISION
:
1383 FIXME("Unknown modifiers 0x%08x\n", mod
);
1388 #define TEX_PROJ 0x1
1389 #define TEX_BIAS 0x2
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
;
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
) {
1416 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
1417 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
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
;
1433 case WINED3DSTT_VOLUME
:
1437 case WINED3DSTT_CUBE
:
1442 ERR("Unexpected texture type %d\n", sampler_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";
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
);
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
);
1494 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
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
;
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 */
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
);
1532 case WINED3DSPSM_NEG
:
1533 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1536 case WINED3DSPSM_BIAS
:
1537 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1539 case WINED3DSPSM_BIASNEG
:
1540 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1542 case WINED3DSPSM_SIGN
:
1543 shader_addline(buffer
, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1545 case WINED3DSPSM_SIGNNEG
:
1546 shader_addline(buffer
, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1548 case WINED3DSPSM_COMP
:
1549 shader_addline(buffer
, "SUB T%c, %s, %s;\n", 'A' + tmpreg
, one
, regstr
);
1551 case WINED3DSPSM_X2
:
1552 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1554 case WINED3DSPSM_X2NEG
:
1555 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
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
);
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
);
1565 case WINED3DSPSM_ABS
:
1566 if(ctx
->target_version
>= NV2
) {
1567 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1570 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1573 case WINED3DSPSM_ABSNEG
:
1574 if(ctx
->target_version
>= NV2
) {
1575 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1577 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1578 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1583 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1587 /* Return modified or original register, with swizzle */
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
;
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
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
)
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
);
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
;
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]);
1660 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
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
;
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
;
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]);
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];
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
);
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
)
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
;
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
);
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
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");
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");
1879 shader_hw_map2gl(ins
);
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
;
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";
1903 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1904 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
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
);
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
);
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
;
1950 DWORD reg_sampler_code
;
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
;
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
);
1969 /* TEX is the only instruction that can handle DW and DZ natively */
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
);
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))
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
;
2004 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
2005 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
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
);
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
);
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
;
2047 DWORD reg1
= ins
->dst
[0].reg
.idx
[0].offset
;
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
;
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
;
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
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");
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];
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
;
2169 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2170 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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
;
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
;
2213 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2214 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2216 char src0_name
[50], dst_name
[50];
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
;
2235 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2236 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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
;
2276 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2277 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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.
2293 * dst_reg.xyz = 2 * --------- * N - E
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
;
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
;
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];
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];
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];
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
)
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
:
2443 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2445 case WINED3DSIH_M4x3
:
2447 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2449 case WINED3DSIH_M3x4
:
2451 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2453 case WINED3DSIH_M3x3
:
2455 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2457 case WINED3DSIH_M3x2
:
2459 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2462 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
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
;
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
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
;
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
);
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
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
;
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
,
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
,
2578 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2580 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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
);
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
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];
2610 char src_name0
[50], src_name1
[50], src_name2
[50];
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
);
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):
2649 * (x/2)^4 = x^4 / 16
2650 * (x/2)^5 = x^5 / 32
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 */
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) */
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
) {
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
) {
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
;
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
);
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
);
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
);
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
;
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
)
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
);
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
;
2798 switch(ins
->handler_idx
)
2800 case WINED3DSIH_LOG
: instr
= "LG2"; break;
2801 case WINED3DSIH_LOGP
: instr
= "LOG"; break;
2803 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
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
);
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
);
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
);
2841 shader_addline(buffer
, "ABS TA.x, %s;\n", src0
);
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
);
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
;
2870 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2873 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
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
);
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
;
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 */
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
);
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
);
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");
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
);
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");
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");
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
);
2986 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->no
.loop
);
2990 shader_addline(buffer
, "BRK;\n");
2994 static const char *get_compare(enum wined3d_shader_rel_op 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";
3005 FIXME("Unrecognized operator %#x.\n", op
);
3010 static enum wined3d_shader_rel_op
invert_compare(enum wined3d_shader_rel_op 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
;
3021 FIXME("Unrecognized operator %#x.\n", op
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
;
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
);
3112 if(control_frame
->had_else
)
3114 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->no
.ifc
);
3118 shader_addline(buffer
, "#No else branch. else is endif\n");
3119 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
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
;
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
;
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
)
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");
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");
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
);
3238 shader_addline(buffer
, "MOV TA, %s;\n", zero
);
3241 shader_addline(buffer
, "MOV TA.yzw, %s;\n", zero
);
3244 shader_addline(buffer
, "MOV TA.zw, %s;\n", zero
);
3247 shader_addline(buffer
, "MOV TA.w, %s;\n", zero
);
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
);
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;
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;
3314 const char *blt_vprogram
=
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"
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
);
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
);
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");
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
;
3355 static const char * const blt_fprograms_full
[tex_type_count
] =
3362 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3363 "MOV result.depth.z, R0.x;\n"
3370 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3371 "MOV result.depth.z, R0.x;\n"
3376 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3377 "MOV result.depth.z, R0.x;\n"
3381 static const char * const blt_fprograms_masked
[tex_type_count
] =
3387 "PARAM mask = program.local[0];\n"
3389 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3390 "MUL R0.x, R0.x, R0.y;\n"
3392 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3393 "MOV result.depth.z, R0.x;\n"
3399 "PARAM mask = program.local[0];\n"
3401 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3402 "MUL R0.x, R0.x, R0.y;\n"
3404 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3405 "MOV result.depth.z, R0.x;\n"
3409 "PARAM mask = program.local[0];\n"
3411 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3412 "MUL R0.x, R0.x, R0.y;\n"
3414 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3415 "MOV result.depth.z, R0.x;\n"
3419 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3422 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type
);
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
);
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
);
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");
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 */
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
);
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
;
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]"
3518 const struct wined3d_shader_signature_element
*sig
= shader
->input_signature
;
3519 const char *semantic_name
;
3522 switch(args
->super
.vp_mode
)
3524 case pretransformed
:
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";
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
]);
3570 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
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";
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
;
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
;
3602 unsigned int i
, found
= 0;
3604 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3607 || (shader
->u
.ps
.color0_mov
&& i
== shader
->u
.ps
.color0_reg
)
3608 || (reg_maps
->shader_version
.major
< 2 && !i
))
3611 sprintf(srgbtmp
[found
], "R%u", i
);
3613 if (found
== 4) break;
3618 sprintf(srgbtmp
[0], "TA");
3619 sprintf(srgbtmp
[1], "TB");
3620 sprintf(srgbtmp
[2], "TC");
3621 sprintf(srgbtmp
[3], "TD");
3625 sprintf(srgbtmp
[1], "TA");
3626 sprintf(srgbtmp
[2], "TB");
3627 sprintf(srgbtmp
[3], "TC");
3630 sprintf(srgbtmp
[2], "TA");
3631 sprintf(srgbtmp
[3], "TB");
3634 sprintf(srgbtmp
[3], "TA");
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
;
3678 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3681 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\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
) {
3698 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3701 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3704 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
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");
3727 if (args
->super
.srgb_correction
)
3729 if (shader
->u
.ps
.color0_mov
)
3731 sprintf(fragcolor
, "R%u", shader
->u
.ps
.color0_reg
);
3735 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3736 strcpy(fragcolor
, "TMP_COLOR");
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
);
3796 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3797 control_values
[0], control_values
[1], control_values
[2]);
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
++);
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");
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
++;
3853 FIXME("No free constant found to load NP2 fixup data into shader. "
3854 "Sampling from this texture will probably look wrong.\n");
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
);
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
);
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 */
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
);
3928 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
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;
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;
3952 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3954 struct wined3d_shader_signature_element
*new;
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;
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
;
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
;
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
)
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"
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";
4071 priv_ctx
->vs_output
[i
] = "TA";
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
))
4118 priv_ctx
->fog_output
= decl_idx_to_string
[reg_idx
];
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";
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";
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
;
4183 DWORD next_local
, *lconst_map
= local_const_mapping(shader
);
4184 struct shader_arb_ctx_priv priv_ctx
;
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");
4211 priv_ctx
.target_version
= ARB
;
4214 shader_addline(buffer
, "TEMP TMP_OUT;\n");
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
);
4243 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
4244 control_values
[0], control_values
[1], control_values
[2]);
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
)
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
);
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
);
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 */
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
);
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
;
4348 struct arb_ps_compiled_shader
*new_array
;
4349 struct wined3d_shader_buffer buffer
;
4350 struct arb_pshader_private
*shader_data
;
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;
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);
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
));
4394 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4399 ERR("Out of memory\n");
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");
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
;
4445 struct arb_vs_compiled_shader
*new_array
;
4446 struct wined3d_shader_buffer buffer
;
4447 struct arb_vshader_private
*shader_data
;
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
));
4495 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4500 ERR("Out of memory\n");
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");
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
;
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
])
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
));
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;
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
;
4586 find_vs_compile_args(state
, shader
, &args
->super
);
4588 args
->clip
.boolclip_compare
= 0;
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;
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
));
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;
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
;
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
);
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
);
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");
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
);
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
;
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
;
4853 struct arb_vshader_private
*shader_data
= shader
->backend_data
;
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
=
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
);
4904 priv
->vshader_const_dirty
= HeapAlloc(GetProcessHeap(), 0,
4905 sizeof(*priv
->vshader_const_dirty
) * device
->d3d_vshader_constantF
);
4906 if (!priv
->vshader_const_dirty
)
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
)
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");
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
;
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
);
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
;
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
])
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
;
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
])
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 */
5013 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
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
;
5025 caps
->vs_version
= 0;
5026 caps
->vs_uniform_count
= 0;
5029 caps
->gs_version
= 0;
5031 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
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
;
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
])
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 */
5052 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
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
;
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
))
5090 TRACE("[FAILED]\n");
5094 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
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;
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
;
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");
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];
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;
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]);
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]);
5312 FIXME("Unhandled shader type %#x.\n", reg_maps
->shader_version
.type
);
5317 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
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
));
5325 ERR("Out of memory\n");
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
));
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
);
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
));
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
);
5363 ERR("Out of memory\n");
5366 HeapFree(GetProcessHeap(), 0, (void *)dst_param
->reg
.idx
[0].rel_addr
);
5367 HeapFree(GetProcessHeap(), 0, dst_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
;
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
);
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
;
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
++;
5451 /* Don't bother recording when we're in a not used if branch */
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 */
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
;
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
5494 list_move_tail(©
, &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
;
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
)
5515 shader_addline(buffer
, "#Iteration %u, aL=%d\n", iteration
, aL
);
5519 shader_addline(buffer
, "#Iteration %u\n", iteration
);
5522 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, 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(©
);
5535 HeapFree(GetProcessHeap(), 0, control_frame
);
5536 return; /* Instruction is handled */
5540 /* This is a nested loop. Proceed to the normal recording function */
5541 HeapFree(GetProcessHeap(), 0, control_frame
);
5548 record_instruction(&priv
->record
, ins
);
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");
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
)
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");
5620 pop_control_frame(ins
);
5624 /* Select handler */
5625 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5627 /* Unhandled opcode */
5630 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
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
,
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
,
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
;
5679 /* Context activation is done by the caller. */
5680 static void arbfp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
5684 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5685 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
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
5702 if (shader_backend
== &arb_program_shader_backend
)
5704 else if (!(priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
))))
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
);
5714 priv
->use_arbfp_fixed_func
= TRUE
;
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
;
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
;
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
;
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
;
5849 /* The pixel shader has to know the bump env matrix. Do a constants
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 */
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
;
5885 /* The pixel shader has to know the luminance offset. Do a constants
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 */
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
]);
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
)
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";
5926 case WINED3DTA_TEXTURE
:
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";
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");
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";
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";
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
);
6002 case WINED3D_TOP_DISABLE
:
6004 shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
6007 case WINED3D_TOP_SELECT_ARG2
:
6010 case WINED3D_TOP_SELECT_ARG1
:
6011 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
6014 case WINED3D_TOP_MODULATE_4X
:
6017 case WINED3D_TOP_MODULATE_2X
:
6020 case WINED3D_TOP_MODULATE
:
6021 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6024 case WINED3D_TOP_ADD_SIGNED_2X
:
6027 case WINED3D_TOP_ADD_SIGNED
:
6028 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
6031 case WINED3D_TOP_ADD
:
6032 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6035 case WINED3D_TOP_SUBTRACT
:
6036 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
6084 case WINED3D_TOP_DOTPRODUCT3
:
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
);
6091 case WINED3D_TOP_MULTIPLY_ADD
:
6092 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
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
);
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 */
6106 FIXME("Unhandled texture op %08x\n", op
);
6110 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", dstreg
, dstmask
, dstreg
);
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
)
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];
6127 DWORD arg0
, arg1
, arg2
;
6128 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
6130 const char *final_combiner_src
= "ret";
6133 /* Find out which textures are read */
6134 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6136 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
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
)
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
;
6193 if (!shader_buffer_init(&buffer
))
6195 ERR("Failed to initialize shader buffer.\n");
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
));
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
])
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
)
6260 if(settings
->op
[stage
].projected
== proj_none
) {
6262 } else if(settings
->op
[stage
].projected
== proj_count4
||
6263 settings
->op
[stage
].projected
== proj_count3
) {
6266 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
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
);
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
);
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
);
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
)
6323 final_combiner_src
= "fragment.color.primary";
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
;
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
);
6351 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
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
);
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");
6373 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
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
);
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
);
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
);
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
;
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;
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
);
6445 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
6448 ERR("Out of memory\n");
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
);
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
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
;
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
])
6506 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
6510 new_source
= FOGSOURCE_VS
;
6514 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
6515 new_source
= FOGSOURCE_COORD
;
6517 new_source
= FOGSOURCE_FFP
;
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
= {
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
;
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
)
6737 const char *tex
, *texinstr
;
6739 if (fixup
== COMPLEX_FIXUP_UYVY
) {
6747 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6748 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
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");
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:
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");
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
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
);
6821 static BOOL
gen_yv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
, char *luminance
)
6826 case GL_TEXTURE_2D
: tex
= "2D"; break;
6827 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6829 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
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 * +----------------------------------+----
6852 * +----------------+-----------------+----
6854 * | U even rows | U odd rows |
6856 * +----------------+------------------ -
6858 * | V even rows | V odd rows |
6860 * +----------------+-----------------+----
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
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");
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");
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");
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
);
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
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
);
6967 static GLuint
gen_p8_shader(struct arbfp_blit_priv
*priv
,
6968 const struct wined3d_gl_info
*gl_info
, GLenum textype
)
6971 struct wined3d_shader_buffer buffer
;
6975 if (!shader_buffer_init(&buffer
))
6977 ERR("Failed to initialize shader buffer.\n");
6981 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6982 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6985 shader_buffer_free(&buffer
);
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");
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
);
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
;
7023 priv
->p8_2d_shader
= shader
;
7025 shader_buffer_free(&buffer
);
7030 /* Context activation is done by the caller. */
7031 static void upload_palette(const struct wined3d_surface
*surface
, struct wined3d_context
*context
)
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
)
7078 struct wined3d_shader_buffer buffer
;
7079 char luminance_component
;
7083 if (!shader_buffer_init(&buffer
))
7085 ERR("Failed to initialize shader buffer.\n");
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)");
7095 shader_buffer_free(&buffer
);
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
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");
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
);
7155 case COMPLEX_FIXUP_YV12
:
7156 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
7158 shader_buffer_free(&buffer
);
7164 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
7165 shader_buffer_free(&buffer
);
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
);
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
);
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
);
7205 case COMPLEX_FIXUP_YUY2
:
7206 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
7207 else priv
->yuy2_2d_shader
= shader
;
7210 case COMPLEX_FIXUP_UYVY
:
7211 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
7212 else priv
->uyvy_2d_shader
= shader
;
7215 case COMPLEX_FIXUP_YV12
:
7216 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
7217 else priv
->yv12_2d_shader
= shader
;
7220 ERR("Unsupported complex fixup: %d\n", yuv_fixup
);
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
)
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
;
7236 if (surface
->container
.type
== WINED3D_CONTAINER_TEXTURE
)
7237 textype
= surface
->container
.u
.texture
->target
;
7239 textype
= surface
->texture_target
;
7241 if (surface
->flags
& SFLAG_CONVERTED
)
7243 gl_info
->gl_ops
.gl
.p_glEnable(textype
);
7244 checkGLcall("glEnable(textype)");
7248 if (!is_complex_fixup(surface
->resource
.format
->color_fixup
))
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)");
7258 fixup
= get_complex_fixup(surface
->resource
.format
->color_fixup
);
7262 case COMPLEX_FIXUP_YUY2
:
7263 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
7266 case COMPLEX_FIXUP_UYVY
:
7267 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
7270 case COMPLEX_FIXUP_YV12
:
7271 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
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
);
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)");
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");
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
])
7328 if (blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT
)
7330 TRACE("Unsupported blit_op=%d\n", blit_op
);
7334 if (src_pool
== WINED3D_POOL_SYSTEM_MEM
|| dst_pool
== WINED3D_POOL_SYSTEM_MEM
)
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");
7350 if (is_identity_fixup(src_format
->color_fixup
))
7356 /* We only support YUV conversions. */
7357 if (!is_complex_fixup(src_format
->color_fixup
))
7359 TRACE("[FAILED]\n");
7365 case COMPLEX_FIXUP_YUY2
:
7366 case COMPLEX_FIXUP_UYVY
:
7367 case COMPLEX_FIXUP_YV12
:
7368 case COMPLEX_FIXUP_P8
:
7373 FIXME("Unsupported YUV fixup %#x\n", src_fixup
);
7374 TRACE("[FAILED]\n");
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
;
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
);
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
= {
7451 arbfp_blit_supported
,
7452 arbfp_blit_color_fill
,
7453 arbfp_blit_depth_fill
,