wined3d: Rename struct wined3d_shader_buffer to wined3d_string_buffer.
[wine.git] / dlls / wined3d / arb_program_shader.c
bloba45d25f30d44b1ee4e59f4835d9fa8331925b41b
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
33 #include <math.h>
34 #include <stdio.h>
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
43 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
45 return type == WINED3D_SHADER_TYPE_PIXEL;
48 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
50 return type == WINED3D_SHADER_TYPE_VERTEX;
53 static const char *get_line(const char **ptr)
55 const char *p, *q;
57 p = *ptr;
58 if (!(q = strstr(p, "\n")))
60 if (!*p) return NULL;
61 *ptr += strlen(p);
62 return p;
64 *ptr = q + 1;
66 return p;
69 enum arb_helper_value
71 ARB_ZERO,
72 ARB_ONE,
73 ARB_TWO,
74 ARB_0001,
75 ARB_EPS,
77 ARB_VS_REL_OFFSET
80 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
82 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
84 ERR("Geometry shaders are unsupported\n");
85 return "bad";
88 if (shader == WINED3D_SHADER_TYPE_PIXEL)
90 switch (value)
92 case ARB_ZERO: return "ps_helper_const.x";
93 case ARB_ONE: return "ps_helper_const.y";
94 case ARB_TWO: return "coefmul.x";
95 case ARB_0001: return "ps_helper_const.xxxy";
96 case ARB_EPS: return "ps_helper_const.z";
97 default: break;
100 else
102 switch (value)
104 case ARB_ZERO: return "helper_const.x";
105 case ARB_ONE: return "helper_const.y";
106 case ARB_TWO: return "helper_const.z";
107 case ARB_EPS: return "helper_const.w";
108 case ARB_0001: return "helper_const.xxxy";
109 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
112 FIXME("Unmanaged %s shader helper constant requested: %u\n",
113 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
114 switch (value)
116 case ARB_ZERO: return "0.0";
117 case ARB_ONE: return "1.0";
118 case ARB_TWO: return "2.0";
119 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
120 case ARB_EPS: return "1e-8";
121 default: return "bad";
125 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
127 return context->lowest_disabled_stage < 7;
130 /* ARB_program_shader private data */
132 struct control_frame
134 struct list entry;
135 enum
138 IFC,
139 LOOP,
141 } type;
142 BOOL muting;
143 BOOL outer_loop;
144 union
146 unsigned int loop;
147 unsigned int ifc;
148 } no;
149 struct wined3d_shader_loop_control loop_control;
150 BOOL had_else;
153 struct arb_ps_np2fixup_info
155 struct ps_np2fixup_info super;
156 /* For ARB we need an offset value:
157 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
158 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
159 * array we need an offset to the index inside the program local parameter array. */
160 UINT offset;
163 struct arb_ps_compile_args
165 struct ps_compile_args super;
166 WORD bools;
167 WORD clip; /* only a boolean, use a WORD for alignment */
168 unsigned char loop_ctrl[MAX_CONST_I][3];
171 struct stb_const_desc
173 unsigned char texunit;
174 UINT const_num;
177 struct arb_ps_compiled_shader
179 struct arb_ps_compile_args args;
180 struct arb_ps_np2fixup_info np2fixup_info;
181 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
182 struct stb_const_desc luminanceconst[MAX_TEXTURES];
183 UINT int_consts[MAX_CONST_I];
184 GLuint prgId;
185 UINT ycorrection;
186 unsigned char numbumpenvmatconsts;
187 char num_int_consts;
190 struct arb_vs_compile_args
192 struct vs_compile_args super;
193 union
195 struct
197 WORD bools;
198 unsigned char clip_texcoord;
199 unsigned char clipplane_mask;
200 } boolclip;
201 DWORD boolclip_compare;
202 } clip;
203 DWORD ps_signature;
204 union
206 unsigned char samplers[4];
207 DWORD samplers_compare;
208 } vertex;
209 unsigned char loop_ctrl[MAX_CONST_I][3];
212 struct arb_vs_compiled_shader
214 struct arb_vs_compile_args args;
215 GLuint prgId;
216 UINT int_consts[MAX_CONST_I];
217 char num_int_consts;
218 char need_color_unclamp;
219 UINT pos_fixup;
222 struct recorded_instruction
224 struct wined3d_shader_instruction ins;
225 struct list entry;
228 struct shader_arb_ctx_priv
230 char addr_reg[20];
231 enum
233 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
234 ARB,
235 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
236 NV2,
237 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
239 } target_version;
241 const struct arb_vs_compile_args *cur_vs_args;
242 const struct arb_ps_compile_args *cur_ps_args;
243 const struct arb_ps_compiled_shader *compiled_fprog;
244 const struct arb_vs_compiled_shader *compiled_vprog;
245 struct arb_ps_np2fixup_info *cur_np2fixup_info;
246 struct list control_frames;
247 struct list record;
248 BOOL recording;
249 BOOL muted;
250 unsigned int num_loops, loop_depth, num_ifcs;
251 int aL;
252 BOOL ps_post_process;
254 unsigned int vs_clipplanes;
255 BOOL footer_written;
256 BOOL in_main_func;
258 /* For 3.0 vertex shaders */
259 const char *vs_output[MAX_REG_OUTPUT];
260 /* For 2.x and earlier vertex shaders */
261 const char *texcrd_output[8], *color_output[2], *fog_output;
263 /* 3.0 pshader input for compatibility with fixed function */
264 const char *ps_input[MAX_REG_INPUT];
267 struct ps_signature
269 struct wined3d_shader_signature sig;
270 DWORD idx;
271 struct wine_rb_entry entry;
274 struct arb_pshader_private {
275 struct arb_ps_compiled_shader *gl_shaders;
276 UINT num_gl_shaders, shader_array_size;
277 DWORD input_signature_idx;
278 DWORD clipplane_emulation;
279 BOOL clamp_consts;
282 struct arb_vshader_private {
283 struct arb_vs_compiled_shader *gl_shaders;
284 UINT num_gl_shaders, shader_array_size;
285 UINT rel_offset;
288 struct shader_arb_priv
290 GLuint current_vprogram_id;
291 GLuint current_fprogram_id;
292 const struct arb_ps_compiled_shader *compiled_fprog;
293 const struct arb_vs_compiled_shader *compiled_vprog;
294 GLuint depth_blt_vprogram_id;
295 GLuint depth_blt_fprogram_id_full[WINED3D_GL_RES_TYPE_COUNT];
296 GLuint depth_blt_fprogram_id_masked[WINED3D_GL_RES_TYPE_COUNT];
297 BOOL use_arbfp_fixed_func;
298 struct wine_rb_tree fragment_shaders;
299 BOOL last_ps_const_clamped;
300 BOOL last_vs_color_unclamp;
302 struct wine_rb_tree signature_tree;
303 DWORD ps_sig_number;
305 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
306 char *vshader_const_dirty, *pshader_const_dirty;
307 const struct wined3d_context *last_context;
309 const struct wined3d_vertex_pipe_ops *vertex_pipe;
310 const struct fragment_pipeline *fragment_pipe;
311 BOOL ffp_proj_control;
314 /* Context activation for state handlers is done by the caller. */
316 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
317 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
319 if (shader_data->rel_offset) return TRUE;
320 if (!reg_maps->usesmova) return FALSE;
321 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
324 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
325 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
327 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
328 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
331 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
332 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
334 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
335 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
336 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
337 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
338 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
339 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
340 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
341 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
342 return FALSE;
345 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
346 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
348 unsigned int ret = 1;
349 /* We use one PARAM for the pos fixup, and in some cases one to load
350 * some immediate values into the shader. */
351 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
352 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
353 return ret;
356 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
357 * When constant_list == NULL, it will load all the constants.
359 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
360 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
362 /* Context activation is done by the caller. */
363 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
364 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
365 const float *constants, char *dirty_consts)
367 struct wined3d_shader_lconst *lconst;
368 DWORD i, j;
369 unsigned int ret;
371 if (TRACE_ON(d3d_constants))
373 for(i = 0; i < max_constants; i++) {
374 if(!dirty_consts[i]) continue;
375 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
376 constants[i * 4 + 0], constants[i * 4 + 1],
377 constants[i * 4 + 2], constants[i * 4 + 3]);
381 i = 0;
383 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
384 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
386 float lcl_const[4];
387 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
388 * shaders, the first 8 constants are marked dirty for reload
390 for(; i < min(8, max_constants); i++) {
391 if(!dirty_consts[i]) continue;
392 dirty_consts[i] = 0;
394 j = 4 * i;
395 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
396 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
397 else lcl_const[0] = constants[j + 0];
399 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
400 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
401 else lcl_const[1] = constants[j + 1];
403 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
404 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
405 else lcl_const[2] = constants[j + 2];
407 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
408 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
409 else lcl_const[3] = constants[j + 3];
411 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
414 /* If further constants are dirty, reload them without clamping.
416 * The alternative is not to touch them, but then we cannot reset the dirty constant count
417 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
418 * above would always re-check the first 8 constants since max_constant remains at the init
419 * value
423 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
425 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
426 * or just reloading *all* constants at once
428 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
430 for(; i < max_constants; i++) {
431 if(!dirty_consts[i]) continue;
433 /* Find the next block of dirty constants */
434 dirty_consts[i] = 0;
435 j = i;
436 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
437 dirty_consts[i] = 0;
440 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
442 } else {
443 for(; i < max_constants; i++) {
444 if(dirty_consts[i]) {
445 dirty_consts[i] = 0;
446 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
450 checkGLcall("glProgramEnvParameter4fvARB()");
452 /* Load immediate constants */
453 if (shader->load_local_constsF)
455 if (TRACE_ON(d3d_shader))
457 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
459 GLfloat* values = (GLfloat*)lconst->value;
460 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
461 values[0], values[1], values[2], values[3]);
464 /* Immediate constants are clamped for 1.X shaders at loading times */
465 ret = 0;
466 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
468 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
469 ret = max(ret, lconst->idx + 1);
470 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
472 checkGLcall("glProgramEnvParameter4fvARB()");
473 return ret; /* The loaded immediate constants need reloading for the next shader */
474 } else {
475 return 0; /* No constants are dirty now */
479 /* Loads the texture dimensions for NP2 fixup into the currently set
480 * ARB_[vertex/fragment]_programs. */
481 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
482 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
484 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
485 WORD active = fixup->super.active;
486 UINT i;
488 if (!active)
489 return;
491 for (i = 0; active; active >>= 1, ++i)
493 const struct wined3d_texture *tex = state->textures[i];
494 unsigned char idx = fixup->super.idx[i];
495 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
497 if (!(active & 1))
498 continue;
500 if (!tex)
502 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
503 continue;
506 if (idx % 2)
508 tex_dim[2] = tex->pow2_matrix[0];
509 tex_dim[3] = tex->pow2_matrix[5];
511 else
513 tex_dim[0] = tex->pow2_matrix[0];
514 tex_dim[1] = tex->pow2_matrix[5];
518 for (i = 0; i < fixup->super.num_consts; ++i)
520 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
521 fixup->offset + i, &np2fixup_constants[i * 4]));
525 /* Context activation is done by the caller. */
526 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
527 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
529 const struct wined3d_gl_info *gl_info = context->gl_info;
530 unsigned char i;
532 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
534 int texunit = gl_shader->bumpenvmatconst[i].texunit;
536 /* The state manager takes care that this function is always called if the bump env matrix changes */
537 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
538 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
539 gl_shader->bumpenvmatconst[i].const_num, data));
541 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
543 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
544 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
545 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
546 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
548 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
549 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
550 gl_shader->luminanceconst[i].const_num, scale));
553 checkGLcall("Load bumpmap consts");
555 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
557 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
558 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
559 * ycorrection.z: 1.0
560 * ycorrection.w: 0.0
562 float val[4];
563 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
564 val[1] = context->render_offscreen ? 1.0f : -1.0f;
565 val[2] = 1.0f;
566 val[3] = 0.0f;
567 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
568 checkGLcall("y correction loading");
571 if (!gl_shader->num_int_consts) return;
573 for(i = 0; i < MAX_CONST_I; i++)
575 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
577 float val[4];
578 val[0] = (float)state->ps_consts_i[4 * i];
579 val[1] = (float)state->ps_consts_i[4 * i + 1];
580 val[2] = (float)state->ps_consts_i[4 * i + 2];
581 val[3] = -1.0f;
583 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
586 checkGLcall("Load ps int consts");
589 /* Context activation is done by the caller. */
590 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
591 const struct wined3d_context *context, const struct wined3d_state *state)
593 const struct wined3d_gl_info *gl_info = context->gl_info;
594 float position_fixup[4];
595 unsigned char i;
597 /* Upload the position fixup */
598 shader_get_position_fixup(context, state, position_fixup);
599 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
601 if (!gl_shader->num_int_consts) return;
603 for(i = 0; i < MAX_CONST_I; i++)
605 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
607 float val[4];
608 val[0] = (float)state->vs_consts_i[4 * i];
609 val[1] = (float)state->vs_consts_i[4 * i + 1];
610 val[2] = (float)state->vs_consts_i[4 * i + 2];
611 val[3] = -1.0f;
613 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
616 checkGLcall("Load vs int consts");
619 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
620 const struct wined3d_state *state);
623 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
625 * We only support float constants in ARB at the moment, so don't
626 * worry about the Integers or Booleans
628 /* Context activation is done by the caller (state handler). */
629 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
630 struct wined3d_context *context, const struct wined3d_state *state,
631 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
633 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
634 const struct wined3d_gl_info *gl_info = context->gl_info;
636 if (!from_shader_select)
638 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
639 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
641 if (vshader
642 && (vshader->reg_maps.boolean_constants
643 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
644 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
646 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
647 shader_arb_select(priv, context, state);
649 else if (pshader
650 && (pshader->reg_maps.boolean_constants
651 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
652 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
654 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
655 shader_arb_select(priv, context, state);
659 if (context != priv->last_context)
661 memset(priv->vshader_const_dirty, 1,
662 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
663 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
665 memset(priv->pshader_const_dirty, 1,
666 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
667 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
669 priv->last_context = context;
672 if (useVertexShader)
674 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
675 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
677 /* Load DirectX 9 float constants for vertex shader */
678 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
679 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
680 shader_arb_vs_local_constants(gl_shader, context, state);
683 if (usePixelShader)
685 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
686 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
687 UINT rt_height = state->fb->render_targets[0]->height;
689 /* Load DirectX 9 float constants for pixel shader */
690 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
691 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
692 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
694 if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
695 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
699 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
700 const struct wined3d_state *state)
702 BOOL vs = use_vs(state);
703 BOOL ps = use_ps(state);
705 shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
708 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
710 struct wined3d_context *context = context_get_current();
711 struct shader_arb_priv *priv = device->shader_priv;
712 unsigned int i;
714 for (i = 0; i < device->context_count; ++i)
716 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
719 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
720 * context. On a context switch the old context will be fully dirtified */
721 if (!context || context->swapchain->device != device) return;
723 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
724 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
727 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
729 struct wined3d_context *context = context_get_current();
730 struct shader_arb_priv *priv = device->shader_priv;
731 unsigned int i;
733 for (i = 0; i < device->context_count; ++i)
735 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
738 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
739 * context. On a context switch the old context will be fully dirtified */
740 if (!context || context->swapchain->device != device) return;
742 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
743 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
746 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
748 char str[4][17];
750 wined3d_ftoa(values[0], str[0]);
751 wined3d_ftoa(values[1], str[1]);
752 wined3d_ftoa(values[2], str[2]);
753 wined3d_ftoa(values[3], str[3]);
754 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
757 /* Generate the variable & register declarations for the ARB_vertex_program output target */
758 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
759 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
760 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
761 const struct shader_arb_ctx_priv *ctx)
763 DWORD i;
764 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
765 const struct wined3d_shader_lconst *lconst;
766 unsigned max_constantsF;
767 DWORD map;
769 /* In pixel shaders, all private constants are program local, we don't need anything
770 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
771 * If we need a private constant the GL implementation will squeeze it in somewhere
773 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
774 * immediate values. The posFixup is loaded using program.env for now, so always
775 * subtract one from the number of constants. If the shader uses indirect addressing,
776 * account for the helper const too because we have to declare all available d3d constants
777 * and don't know which are actually used.
779 if (pshader)
781 max_constantsF = gl_info->limits.arb_ps_native_constants;
782 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
783 if (max_constantsF < 24)
784 max_constantsF = gl_info->limits.arb_ps_float_constants;
786 else
788 const struct arb_vshader_private *shader_data = shader->backend_data;
789 max_constantsF = gl_info->limits.arb_vs_native_constants;
790 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
791 * Also prevents max_constantsF from becoming less than 0 and
792 * wrapping . */
793 if (max_constantsF < 96)
794 max_constantsF = gl_info->limits.arb_vs_float_constants;
796 if (reg_maps->usesrelconstF)
798 DWORD highest_constf = 0, clip_limit;
800 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
801 max_constantsF -= count_bits(reg_maps->integer_constants);
802 max_constantsF -= gl_info->reserved_arb_constants;
804 for (i = 0; i < shader->limits->constant_float; ++i)
806 DWORD idx = i >> 5;
807 DWORD shift = i & 0x1f;
808 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
811 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
813 if(ctx->cur_vs_args->super.clip_enabled)
814 clip_limit = gl_info->limits.clipplanes;
815 else
816 clip_limit = 0;
818 else
820 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
821 clip_limit = min(count_bits(mask), 4);
823 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
824 max_constantsF -= *num_clipplanes;
825 if(*num_clipplanes < clip_limit)
827 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
830 else
832 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
833 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
837 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
839 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
842 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
844 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
847 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
849 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
851 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
855 if (!shader->load_local_constsF)
857 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
859 const float *value;
860 value = (const float *)lconst->value;
861 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
862 shader_arb_append_imm_vec4(buffer, value);
863 shader_addline(buffer, ";\n");
867 /* After subtracting privately used constants from the hardware limit(they are loaded as
868 * local constants), make sure the shader doesn't violate the env constant limit
870 if(pshader)
872 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
874 else
876 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
879 /* Avoid declaring more constants than needed */
880 max_constantsF = min(max_constantsF, shader->limits->constant_float);
882 /* we use the array-based constants array if the local constants are marked for loading,
883 * because then we use indirect addressing, or when the local constant list is empty,
884 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
885 * local constants do not declare the loaded constants as an array because ARB compilers usually
886 * do not optimize unused constants away
888 if (reg_maps->usesrelconstF)
890 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
891 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
892 max_constantsF, max_constantsF - 1);
893 } else {
894 for(i = 0; i < max_constantsF; i++) {
895 DWORD idx, mask;
896 idx = i >> 5;
897 mask = 1 << (i & 0x1f);
898 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
900 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
906 static const char * const shift_tab[] = {
907 "dummy", /* 0 (none) */
908 "coefmul.x", /* 1 (x2) */
909 "coefmul.y", /* 2 (x4) */
910 "coefmul.z", /* 3 (x8) */
911 "coefmul.w", /* 4 (x16) */
912 "dummy", /* 5 (x32) */
913 "dummy", /* 6 (x64) */
914 "dummy", /* 7 (x128) */
915 "dummy", /* 8 (d256) */
916 "dummy", /* 9 (d128) */
917 "dummy", /* 10 (d64) */
918 "dummy", /* 11 (d32) */
919 "coefdiv.w", /* 12 (d16) */
920 "coefdiv.z", /* 13 (d8) */
921 "coefdiv.y", /* 14 (d4) */
922 "coefdiv.x" /* 15 (d2) */
925 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
926 const struct wined3d_shader_dst_param *dst, char *write_mask)
928 char *ptr = write_mask;
930 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
932 *ptr++ = '.';
933 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
934 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
935 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
936 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
939 *ptr = '\0';
942 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
944 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
945 * but addressed as "rgba". To fix this we need to swap the register's x
946 * and z components. */
947 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
948 char *ptr = swizzle_str;
950 /* swizzle bits fields: wwzzyyxx */
951 DWORD swizzle = param->swizzle;
952 DWORD swizzle_x = swizzle & 0x03;
953 DWORD swizzle_y = (swizzle >> 2) & 0x03;
954 DWORD swizzle_z = (swizzle >> 4) & 0x03;
955 DWORD swizzle_w = (swizzle >> 6) & 0x03;
957 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
958 * generate a swizzle string. Unless we need to our own swizzling. */
959 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
961 *ptr++ = '.';
962 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
963 *ptr++ = swizzle_chars[swizzle_x];
964 } else {
965 *ptr++ = swizzle_chars[swizzle_x];
966 *ptr++ = swizzle_chars[swizzle_y];
967 *ptr++ = swizzle_chars[swizzle_z];
968 *ptr++ = swizzle_chars[swizzle_w];
972 *ptr = '\0';
975 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
977 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
978 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
980 if (!strcmp(priv->addr_reg, src)) return;
982 strcpy(priv->addr_reg, src);
983 shader_addline(buffer, "ARL A0.x, %s;\n", src);
986 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
987 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
989 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
990 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
992 /* oPos, oFog and oPts in D3D */
993 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
994 const struct wined3d_shader *shader = ins->ctx->shader;
995 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
996 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
997 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
999 *is_color = FALSE;
1001 switch (reg->type)
1003 case WINED3DSPR_TEMP:
1004 sprintf(register_name, "R%u", reg->idx[0].offset);
1005 break;
1007 case WINED3DSPR_INPUT:
1008 if (pshader)
1010 if (reg_maps->shader_version.major < 3)
1012 if (!reg->idx[0].offset)
1013 strcpy(register_name, "fragment.color.primary");
1014 else
1015 strcpy(register_name, "fragment.color.secondary");
1017 else
1019 if (reg->idx[0].rel_addr)
1021 char rel_reg[50];
1022 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1024 if (!strcmp(rel_reg, "**aL_emul**"))
1026 DWORD idx = ctx->aL + reg->idx[0].offset;
1027 if(idx < MAX_REG_INPUT)
1029 strcpy(register_name, ctx->ps_input[idx]);
1031 else
1033 ERR("Pixel shader input register out of bounds: %u\n", idx);
1034 sprintf(register_name, "out_of_bounds_%u", idx);
1037 else if (reg_maps->input_registers & 0x0300)
1039 /* There are two ways basically:
1041 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1042 * That means trouble if the loop also contains a breakc or if the control values
1043 * aren't local constants.
1044 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1045 * source dynamically. The trouble is that we cannot simply read aL.y because it
1046 * is an ADDRESS register. We could however push it, load .zw with a value and use
1047 * ADAC to load the condition code register and pop it again afterwards
1049 FIXME("Relative input register addressing with more than 8 registers\n");
1051 /* This is better than nothing for now */
1052 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1054 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1056 /* This is problematic because we'd have to consult the ctx->ps_input strings
1057 * for where to find the varying. Some may be "0.0", others can be texcoords or
1058 * colors. This needs either a pipeline replacement to make the vertex shader feed
1059 * proper varyings, or loop unrolling
1061 * For now use the texcoords and hope for the best
1063 FIXME("Non-vertex shader varying input with indirect addressing\n");
1064 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1066 else
1068 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1069 * pulls GL_NV_fragment_program2 in
1071 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1074 else
1076 if (reg->idx[0].offset < MAX_REG_INPUT)
1078 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1080 else
1082 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1083 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1088 else
1090 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
1091 *is_color = TRUE;
1092 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1094 break;
1096 case WINED3DSPR_CONST:
1097 if (!pshader && reg->idx[0].rel_addr)
1099 const struct arb_vshader_private *shader_data = shader->backend_data;
1100 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1101 BOOL aL = FALSE;
1102 char rel_reg[50];
1103 if (reg_maps->shader_version.major < 2)
1105 sprintf(rel_reg, "A0.x");
1107 else
1109 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1110 if (ctx->target_version == ARB)
1112 if (!strcmp(rel_reg, "**aL_emul**"))
1114 aL = TRUE;
1115 } else {
1116 shader_arb_request_a0(ins, rel_reg);
1117 sprintf(rel_reg, "A0.x");
1121 if (aL)
1122 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1123 else if (reg->idx[0].offset >= rel_offset)
1124 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1125 else
1126 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1128 else
1130 if (reg_maps->usesrelconstF)
1131 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1132 else
1133 sprintf(register_name, "C%u", reg->idx[0].offset);
1135 break;
1137 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1138 if (pshader)
1140 if (reg_maps->shader_version.major == 1
1141 && reg_maps->shader_version.minor <= 3)
1142 /* In ps <= 1.3, Tx is a temporary register as destination
1143 * to all instructions, and as source to most instructions.
1144 * For some instructions it is the texcoord input. Those
1145 * instructions know about the special use. */
1146 sprintf(register_name, "T%u", reg->idx[0].offset);
1147 else
1148 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1149 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1151 else
1153 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1154 sprintf(register_name, "A%u", reg->idx[0].offset);
1155 else
1156 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1158 break;
1160 case WINED3DSPR_COLOROUT:
1161 if (ctx->ps_post_process && !reg->idx[0].offset)
1163 strcpy(register_name, "TMP_COLOR");
1165 else
1167 if (ctx->cur_ps_args->super.srgb_correction)
1168 FIXME("sRGB correction on higher render targets.\n");
1169 if (reg_maps->rt_mask > 1)
1170 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1171 else
1172 strcpy(register_name, "result.color");
1174 break;
1176 case WINED3DSPR_RASTOUT:
1177 if (reg->idx[0].offset == 1)
1178 sprintf(register_name, "%s", ctx->fog_output);
1179 else
1180 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1181 break;
1183 case WINED3DSPR_DEPTHOUT:
1184 strcpy(register_name, "result.depth");
1185 break;
1187 case WINED3DSPR_ATTROUT:
1188 /* case WINED3DSPR_OUTPUT: */
1189 if (pshader)
1190 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1191 else
1192 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1193 break;
1195 case WINED3DSPR_TEXCRDOUT:
1196 if (pshader)
1197 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1198 else if (reg_maps->shader_version.major < 3)
1199 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1200 else
1201 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1202 break;
1204 case WINED3DSPR_LOOP:
1205 if(ctx->target_version >= NV2)
1207 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1208 if(pshader) sprintf(register_name, "A0.x");
1209 else sprintf(register_name, "aL.y");
1211 else
1213 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1214 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1215 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1216 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1217 * indexing
1219 sprintf(register_name, "**aL_emul**");
1222 break;
1224 case WINED3DSPR_CONSTINT:
1225 sprintf(register_name, "I%u", reg->idx[0].offset);
1226 break;
1228 case WINED3DSPR_MISCTYPE:
1229 if (!reg->idx[0].offset)
1230 sprintf(register_name, "vpos");
1231 else if (reg->idx[0].offset == 1)
1232 sprintf(register_name, "fragment.facing.x");
1233 else
1234 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1235 break;
1237 default:
1238 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1239 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1240 break;
1244 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1245 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1247 char register_name[255];
1248 char write_mask[6];
1249 BOOL is_color;
1251 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1252 strcpy(str, register_name);
1254 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1255 strcat(str, write_mask);
1258 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1260 switch(channel_source)
1262 case CHANNEL_SOURCE_ZERO: return "0";
1263 case CHANNEL_SOURCE_ONE: return "1";
1264 case CHANNEL_SOURCE_X: return "x";
1265 case CHANNEL_SOURCE_Y: return "y";
1266 case CHANNEL_SOURCE_Z: return "z";
1267 case CHANNEL_SOURCE_W: return "w";
1268 default:
1269 FIXME("Unhandled channel source %#x\n", channel_source);
1270 return "undefined";
1274 static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *reg,
1275 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1277 DWORD mask;
1279 if (is_complex_fixup(fixup))
1281 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1282 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1283 return;
1286 mask = 0;
1287 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1288 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1289 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1290 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1291 mask &= dst_mask;
1293 if (mask)
1295 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1296 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1297 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1300 mask = 0;
1301 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1302 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1303 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1304 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1305 mask &= dst_mask;
1307 if (mask)
1309 char reg_mask[6];
1310 char *ptr = reg_mask;
1312 if (mask != WINED3DSP_WRITEMASK_ALL)
1314 *ptr++ = '.';
1315 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1316 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1317 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1318 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1320 *ptr = '\0';
1322 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1326 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1328 DWORD mod;
1329 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1330 if (!ins->dst_count) return "";
1332 mod = ins->dst[0].modifiers;
1334 /* Silently ignore PARTIALPRECISION if its not supported */
1335 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1337 if(mod & WINED3DSPDM_MSAMPCENTROID)
1339 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1340 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1343 switch(mod)
1345 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1346 return "H_SAT";
1348 case WINED3DSPDM_SATURATE:
1349 return "_SAT";
1351 case WINED3DSPDM_PARTIALPRECISION:
1352 return "H";
1354 case 0:
1355 return "";
1357 default:
1358 FIXME("Unknown modifiers 0x%08x\n", mod);
1359 return "";
1363 #define TEX_PROJ 0x1
1364 #define TEX_BIAS 0x2
1365 #define TEX_LOD 0x4
1366 #define TEX_DERIV 0x10
1368 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1369 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1371 enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1372 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1373 const char *tex_type;
1374 BOOL np2_fixup = FALSE;
1375 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1376 const char *mod;
1377 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1378 const struct wined3d_shader *shader;
1379 const struct wined3d_device *device;
1380 const struct wined3d_gl_info *gl_info;
1382 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1383 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1385 switch (resource_type)
1387 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1388 tex_type = "1D";
1389 break;
1391 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1392 shader = ins->ctx->shader;
1393 device = shader->device;
1394 gl_info = &device->adapter->gl_info;
1396 if (pshader && priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx)
1397 && gl_info->supported[ARB_TEXTURE_RECTANGLE])
1398 tex_type = "RECT";
1399 else
1400 tex_type = "2D";
1401 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1403 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1405 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1406 else np2_fixup = TRUE;
1409 break;
1411 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1412 tex_type = "3D";
1413 break;
1415 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1416 tex_type = "CUBE";
1417 break;
1419 default:
1420 ERR("Unexpected resource type %#x.\n", resource_type);
1421 tex_type = "";
1424 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1425 * so don't use shader_arb_get_modifier
1427 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1428 else mod = "";
1430 /* Fragment samplers always have indentity mapping */
1431 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1433 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1436 if (flags & TEX_DERIV)
1438 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1439 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1440 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1441 dsx, dsy,sampler_idx, tex_type);
1443 else if(flags & TEX_LOD)
1445 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1446 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1447 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1448 sampler_idx, tex_type);
1450 else if (flags & TEX_BIAS)
1452 /* Shouldn't be possible, but let's check for it */
1453 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1454 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1455 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1457 else if (flags & TEX_PROJ)
1459 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1461 else
1463 if (np2_fixup)
1465 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1466 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1467 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1469 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1471 else
1472 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1475 if (pshader)
1477 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1478 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1479 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1480 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1484 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1485 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1487 /* Generate a line that does the input modifier computation and return the input register to use */
1488 BOOL is_color = FALSE, insert_line;
1489 char regstr[256];
1490 char swzstr[20];
1491 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1492 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1493 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1494 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1496 /* Assume a new line will be added */
1497 insert_line = TRUE;
1499 /* Get register name */
1500 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1501 shader_arb_get_swizzle(src, is_color, swzstr);
1503 switch (src->modifiers)
1505 case WINED3DSPSM_NONE:
1506 sprintf(outregstr, "%s%s", regstr, swzstr);
1507 insert_line = FALSE;
1508 break;
1509 case WINED3DSPSM_NEG:
1510 sprintf(outregstr, "-%s%s", regstr, swzstr);
1511 insert_line = FALSE;
1512 break;
1513 case WINED3DSPSM_BIAS:
1514 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1515 break;
1516 case WINED3DSPSM_BIASNEG:
1517 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1518 break;
1519 case WINED3DSPSM_SIGN:
1520 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1521 break;
1522 case WINED3DSPSM_SIGNNEG:
1523 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1524 break;
1525 case WINED3DSPSM_COMP:
1526 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1527 break;
1528 case WINED3DSPSM_X2:
1529 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1530 break;
1531 case WINED3DSPSM_X2NEG:
1532 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1533 break;
1534 case WINED3DSPSM_DZ:
1535 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1536 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1537 break;
1538 case WINED3DSPSM_DW:
1539 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1540 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1541 break;
1542 case WINED3DSPSM_ABS:
1543 if(ctx->target_version >= NV2) {
1544 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1545 insert_line = FALSE;
1546 } else {
1547 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1549 break;
1550 case WINED3DSPSM_ABSNEG:
1551 if(ctx->target_version >= NV2) {
1552 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1553 } else {
1554 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1555 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1557 insert_line = FALSE;
1558 break;
1559 default:
1560 sprintf(outregstr, "%s%s", regstr, swzstr);
1561 insert_line = FALSE;
1564 /* Return modified or original register, with swizzle */
1565 if (insert_line)
1566 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1569 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1571 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1572 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1573 DWORD sampler_code = dst->reg.idx[0].offset;
1574 char dst_name[50];
1575 char src_name[2][50];
1577 shader_arb_get_dst_param(ins, dst, dst_name);
1579 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1581 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1582 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1583 * temps is done.
1585 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1586 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1587 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1588 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1589 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1591 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1592 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1595 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1597 *extra_char = ' ';
1598 switch(mod)
1600 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1601 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1602 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1603 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1604 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1605 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1606 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1607 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1608 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1609 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1610 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1611 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1612 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1614 FIXME("Unknown modifier %u\n", mod);
1615 return mod;
1618 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1620 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1621 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1622 char dst_name[50];
1623 char src_name[3][50];
1624 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1625 ins->ctx->reg_maps->shader_version.minor);
1627 shader_arb_get_dst_param(ins, dst, dst_name);
1628 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1630 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1631 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1633 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1635 else
1637 struct wined3d_shader_src_param src0_copy = ins->src[0];
1638 char extra_neg;
1640 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1641 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1643 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1644 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1645 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1646 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1647 dst_name, src_name[1], src_name[2]);
1651 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1653 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1654 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1655 char dst_name[50];
1656 char src_name[3][50];
1658 shader_arb_get_dst_param(ins, dst, dst_name);
1660 /* Generate input register names (with modifiers) */
1661 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1662 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1663 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1665 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1666 dst_name, src_name[0], src_name[2], src_name[1]);
1669 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1670 * dst = dot2(src0, src1) + src2 */
1671 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1673 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1674 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1675 char dst_name[50];
1676 char src_name[3][50];
1677 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1679 shader_arb_get_dst_param(ins, dst, dst_name);
1680 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1681 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1683 if(ctx->target_version >= NV3)
1685 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1686 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1687 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1688 dst_name, src_name[0], src_name[1], src_name[2]);
1690 else if(ctx->target_version >= NV2)
1692 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1693 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1694 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1695 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1697 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1699 * .xyxy and other swizzles that we could get with this are not valid in
1700 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1702 struct wined3d_shader_src_param tmp_param = ins->src[1];
1703 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1704 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1706 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1708 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1709 dst_name, src_name[2], src_name[0], src_name[1]);
1711 else
1713 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1714 /* 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]
1715 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1717 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1718 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1719 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1720 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1724 /* Map the opcode 1-to-1 to the GL code */
1725 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1727 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1728 const char *instruction;
1729 char arguments[256], dst_str[50];
1730 unsigned int i;
1731 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1733 switch (ins->handler_idx)
1735 case WINED3DSIH_ABS: instruction = "ABS"; break;
1736 case WINED3DSIH_ADD: instruction = "ADD"; break;
1737 case WINED3DSIH_CRS: instruction = "XPD"; break;
1738 case WINED3DSIH_DP3: instruction = "DP3"; break;
1739 case WINED3DSIH_DP4: instruction = "DP4"; break;
1740 case WINED3DSIH_DST: instruction = "DST"; break;
1741 case WINED3DSIH_FRC: instruction = "FRC"; break;
1742 case WINED3DSIH_LIT: instruction = "LIT"; break;
1743 case WINED3DSIH_LRP: instruction = "LRP"; break;
1744 case WINED3DSIH_MAD: instruction = "MAD"; break;
1745 case WINED3DSIH_MAX: instruction = "MAX"; break;
1746 case WINED3DSIH_MIN: instruction = "MIN"; break;
1747 case WINED3DSIH_MOV: instruction = "MOV"; break;
1748 case WINED3DSIH_MUL: instruction = "MUL"; break;
1749 case WINED3DSIH_SGE: instruction = "SGE"; break;
1750 case WINED3DSIH_SLT: instruction = "SLT"; break;
1751 case WINED3DSIH_SUB: instruction = "SUB"; break;
1752 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1753 case WINED3DSIH_DSX: instruction = "DDX"; break;
1754 default: instruction = "";
1755 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1756 break;
1759 /* Note that shader_arb_add_dst_param() adds spaces. */
1760 arguments[0] = '\0';
1761 shader_arb_get_dst_param(ins, dst, dst_str);
1762 for (i = 0; i < ins->src_count; ++i)
1764 char operand[100];
1765 strcat(arguments, ", ");
1766 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1767 strcat(arguments, operand);
1769 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1772 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1774 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1776 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1779 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1781 const struct wined3d_shader *shader = ins->ctx->shader;
1782 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1783 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1784 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1785 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1786 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1787 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1789 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1790 char src0_param[256];
1792 if (ins->handler_idx == WINED3DSIH_MOVA)
1794 const struct arb_vshader_private *shader_data = shader->backend_data;
1795 char write_mask[6];
1796 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1798 if(ctx->target_version >= NV2) {
1799 shader_hw_map2gl(ins);
1800 return;
1802 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1803 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1805 /* This implements the mova formula used in GLSL. The first two instructions
1806 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1807 * in this case:
1808 * mova A0.x, 0.0
1810 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1812 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1813 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1815 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1816 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1818 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1819 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1820 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1821 if (shader_data->rel_offset)
1823 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1825 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1827 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1829 else if (reg_maps->shader_version.major == 1
1830 && !shader_is_pshader_version(reg_maps->shader_version.type)
1831 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1833 const struct arb_vshader_private *shader_data = shader->backend_data;
1834 src0_param[0] = '\0';
1836 if (shader_data->rel_offset && ctx->target_version == ARB)
1838 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1839 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1840 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1841 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1843 else
1845 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1846 * with more than one component. Thus replicate the first source argument over all
1847 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1848 struct wined3d_shader_src_param tmp_src = ins->src[0];
1849 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1850 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1851 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1854 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1856 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1858 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1859 return;
1861 shader_hw_map2gl(ins);
1863 else
1865 shader_hw_map2gl(ins);
1869 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1871 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1872 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1873 char reg_dest[40];
1875 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1876 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1878 shader_arb_get_dst_param(ins, dst, reg_dest);
1880 if (ins->ctx->reg_maps->shader_version.major >= 2)
1882 const char *kilsrc = "TA";
1883 BOOL is_color;
1885 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1886 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1888 kilsrc = reg_dest;
1890 else
1892 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1893 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1894 * masked out components to 0(won't kill)
1896 char x = '0', y = '0', z = '0', w = '0';
1897 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1898 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1899 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1900 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1901 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1903 shader_addline(buffer, "KIL %s;\n", kilsrc);
1905 else
1907 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1908 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1910 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1911 * or pass in any temporary register(in shader phase 2)
1913 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1914 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1915 else
1916 shader_arb_get_dst_param(ins, dst, reg_dest);
1917 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1918 shader_addline(buffer, "KIL TA;\n");
1922 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1924 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1925 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1926 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1927 ins->ctx->reg_maps->shader_version.minor);
1928 struct wined3d_shader_src_param src;
1930 char reg_dest[40];
1931 char reg_coord[40];
1932 DWORD reg_sampler_code;
1933 WORD myflags = 0;
1934 BOOL swizzle_coord = FALSE;
1936 /* All versions have a destination register */
1937 shader_arb_get_dst_param(ins, dst, reg_dest);
1939 /* 1.0-1.4: Use destination register number as texture code.
1940 2.0+: Use provided sampler number as texure code. */
1941 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1942 reg_sampler_code = dst->reg.idx[0].offset;
1943 else
1944 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1946 /* 1.0-1.3: Use the texcoord varying.
1947 1.4+: Use provided coordinate source register. */
1948 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1949 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1950 else {
1951 /* TEX is the only instruction that can handle DW and DZ natively */
1952 src = ins->src[0];
1953 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1954 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1955 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1958 /* projection flag:
1959 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1960 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1961 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1963 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1965 DWORD flags = 0;
1966 if (reg_sampler_code < MAX_TEXTURES)
1967 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1968 if (flags & WINED3D_PSARGS_PROJECTED)
1970 myflags |= TEX_PROJ;
1971 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1972 swizzle_coord = TRUE;
1975 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1977 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1978 if (src_mod == WINED3DSPSM_DZ)
1980 swizzle_coord = TRUE;
1981 myflags |= TEX_PROJ;
1982 } else if(src_mod == WINED3DSPSM_DW) {
1983 myflags |= TEX_PROJ;
1985 } else {
1986 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1987 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1990 if (swizzle_coord)
1992 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
1993 * reg_coord is a read-only varying register, so we need a temp reg */
1994 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1995 strcpy(reg_coord, "TA");
1998 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2001 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2003 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2004 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2005 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2006 ins->ctx->reg_maps->shader_version.minor);
2007 char dst_str[50];
2009 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2011 DWORD reg = dst->reg.idx[0].offset;
2013 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2014 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2015 } else {
2016 char reg_src[40];
2018 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2019 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2020 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2024 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2026 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2027 DWORD flags = 0;
2029 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2030 char dst_str[50];
2031 char src_str[50];
2033 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2034 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2035 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2036 /* Move .x first in case src_str is "TA" */
2037 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2038 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2039 if (reg1 < MAX_TEXTURES)
2041 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2042 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2044 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2047 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2049 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2051 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2052 char dst_str[50];
2053 char src_str[50];
2055 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2056 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2057 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2058 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2059 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2060 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2063 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2065 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2066 char dst_str[50];
2067 char src_str[50];
2069 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2070 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2071 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2072 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2075 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2077 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2078 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2079 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2080 char reg_coord[40], dst_reg[50], src_reg[50];
2081 DWORD reg_dest_code;
2083 /* All versions have a destination register. The Tx where the texture coordinates come
2084 * from is the varying incarnation of the texture register
2086 reg_dest_code = dst->reg.idx[0].offset;
2087 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2088 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2089 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2091 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2092 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2094 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2095 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2097 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2098 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2099 * extension.
2101 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2102 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2103 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2104 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2106 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2107 * so we can't let the GL handle this.
2109 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2110 & WINED3D_PSARGS_PROJECTED)
2112 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2113 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2114 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2115 } else {
2116 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2119 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2121 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2123 /* No src swizzles are allowed, so this is ok */
2124 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2125 src_reg, reg_dest_code, reg_dest_code);
2126 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2130 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2132 DWORD reg = ins->dst[0].reg.idx[0].offset;
2133 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2134 char src0_name[50], dst_name[50];
2135 BOOL is_color;
2136 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2138 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2139 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2140 * T<reg+1> register. Use this register to store the calculated vector
2142 tmp_reg.idx[0].offset = reg + 1;
2143 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2144 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2147 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2149 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2150 DWORD flags;
2151 DWORD reg = ins->dst[0].reg.idx[0].offset;
2152 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2153 char dst_str[50];
2154 char src0_name[50];
2155 char dst_reg[50];
2156 BOOL is_color;
2158 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2159 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2161 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2162 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2163 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2164 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2165 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2168 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2170 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2171 DWORD reg = ins->dst[0].reg.idx[0].offset;
2172 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2173 char src0_name[50], dst_name[50];
2174 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2175 BOOL is_color;
2177 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2178 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2179 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2181 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2182 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2184 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2185 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2186 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2187 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2190 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2192 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2193 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2194 DWORD flags;
2195 DWORD reg = ins->dst[0].reg.idx[0].offset;
2196 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2197 char dst_str[50];
2198 char src0_name[50], dst_name[50];
2199 BOOL is_color;
2201 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2202 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2203 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2205 /* Sample the texture using the calculated coordinates */
2206 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2207 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2208 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2209 tex_mx->current_row = 0;
2212 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2214 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2215 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2216 DWORD flags;
2217 DWORD reg = ins->dst[0].reg.idx[0].offset;
2218 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2219 char dst_str[50];
2220 char src0_name[50];
2221 char dst_reg[50];
2222 BOOL is_color;
2224 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2225 * components for temporary data storage
2227 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2228 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2229 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2231 /* Construct the eye-ray vector from w coordinates */
2232 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2233 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2234 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2236 /* Calculate reflection vector
2238 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2239 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2240 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2241 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2242 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2243 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2244 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2246 /* Sample the texture using the calculated coordinates */
2247 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2248 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2249 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2250 tex_mx->current_row = 0;
2253 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2255 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2256 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2257 DWORD flags;
2258 DWORD reg = ins->dst[0].reg.idx[0].offset;
2259 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2260 char dst_str[50];
2261 char src0_name[50];
2262 char src1_name[50];
2263 char dst_reg[50];
2264 BOOL is_color;
2266 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2267 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2268 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2269 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2270 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2272 /* Calculate reflection vector.
2274 * dot(N, E)
2275 * dst_reg.xyz = 2 * --------- * N - E
2276 * dot(N, N)
2278 * Which normalizes the normal vector
2280 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2281 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2282 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2283 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2284 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2285 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2287 /* Sample the texture using the calculated coordinates */
2288 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2289 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2290 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2291 tex_mx->current_row = 0;
2294 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2296 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2297 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2298 char dst_name[50];
2299 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2300 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2302 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2303 * which is essentially an input, is the destination register because it is the first
2304 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2305 * here(writemasks/swizzles are not valid on texdepth)
2307 shader_arb_get_dst_param(ins, dst, dst_name);
2309 /* According to the msdn, the source register(must be r5) is unusable after
2310 * the texdepth instruction, so we're free to modify it
2312 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2314 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2315 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2316 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2318 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2319 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2320 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2321 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2324 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2325 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2326 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2327 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2329 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2330 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2331 char src0[50];
2332 char dst_str[50];
2334 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2335 shader_addline(buffer, "MOV TB, 0.0;\n");
2336 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2338 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2339 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2342 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2343 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2344 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2346 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2347 char src0[50];
2348 char dst_str[50];
2349 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2351 /* Handle output register */
2352 shader_arb_get_dst_param(ins, dst, dst_str);
2353 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2354 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2357 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2358 * Perform the 3rd row of a 3x3 matrix multiply */
2359 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2361 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2362 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2363 char dst_str[50], dst_name[50];
2364 char src0[50];
2365 BOOL is_color;
2367 shader_arb_get_dst_param(ins, dst, dst_str);
2368 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2369 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2370 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2371 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2374 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2375 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2376 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2377 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2379 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2381 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2382 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2383 char src0[50], dst_name[50];
2384 BOOL is_color;
2385 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2386 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2388 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2389 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2390 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2392 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2393 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2394 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2396 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2397 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2398 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2399 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2402 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2403 Vertex/Pixel shaders to ARB_vertex_program codes */
2404 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2406 int i;
2407 int nComponents = 0;
2408 struct wined3d_shader_dst_param tmp_dst = {{0}};
2409 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2410 struct wined3d_shader_instruction tmp_ins;
2412 memset(&tmp_ins, 0, sizeof(tmp_ins));
2414 /* Set constants for the temporary argument */
2415 tmp_ins.ctx = ins->ctx;
2416 tmp_ins.dst_count = 1;
2417 tmp_ins.dst = &tmp_dst;
2418 tmp_ins.src_count = 2;
2419 tmp_ins.src = tmp_src;
2421 switch(ins->handler_idx)
2423 case WINED3DSIH_M4x4:
2424 nComponents = 4;
2425 tmp_ins.handler_idx = WINED3DSIH_DP4;
2426 break;
2427 case WINED3DSIH_M4x3:
2428 nComponents = 3;
2429 tmp_ins.handler_idx = WINED3DSIH_DP4;
2430 break;
2431 case WINED3DSIH_M3x4:
2432 nComponents = 4;
2433 tmp_ins.handler_idx = WINED3DSIH_DP3;
2434 break;
2435 case WINED3DSIH_M3x3:
2436 nComponents = 3;
2437 tmp_ins.handler_idx = WINED3DSIH_DP3;
2438 break;
2439 case WINED3DSIH_M3x2:
2440 nComponents = 2;
2441 tmp_ins.handler_idx = WINED3DSIH_DP3;
2442 break;
2443 default:
2444 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2445 break;
2448 tmp_dst = ins->dst[0];
2449 tmp_src[0] = ins->src[0];
2450 tmp_src[1] = ins->src[1];
2451 for (i = 0; i < nComponents; ++i)
2453 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2454 shader_hw_map2gl(&tmp_ins);
2455 ++tmp_src[1].reg.idx[0].offset;
2459 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2461 *need_abs = FALSE;
2463 switch(mod)
2465 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2466 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2467 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2468 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2469 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2470 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2471 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2472 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2473 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2474 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2475 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2476 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2477 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2479 FIXME("Unknown modifier %u\n", mod);
2480 return mod;
2483 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2485 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2486 const char *instruction;
2487 struct wined3d_shader_src_param src0_copy = ins->src[0];
2488 BOOL need_abs = FALSE;
2490 char dst[50];
2491 char src[50];
2493 switch(ins->handler_idx)
2495 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2496 case WINED3DSIH_RCP: instruction = "RCP"; break;
2497 case WINED3DSIH_EXPP:
2498 if (ins->ctx->reg_maps->shader_version.major < 2)
2500 instruction = "EXP";
2501 break;
2503 /* Drop through. */
2504 case WINED3DSIH_EXP:
2505 instruction = "EX2";
2506 break;
2507 case WINED3DSIH_LOG:
2508 case WINED3DSIH_LOGP:
2509 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2510 * instruction, but notice that the output of those instructions is
2511 * different. */
2512 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2513 instruction = "LG2";
2514 break;
2515 default: instruction = "";
2516 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2517 break;
2520 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2521 * .w is used. */
2522 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2524 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2525 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2527 if(need_abs)
2529 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2530 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2532 else
2534 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2539 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2541 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2542 char dst_name[50];
2543 char src_name[50];
2544 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2545 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2546 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2548 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2549 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2551 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2552 * otherwise NRM or RSQ would return NaN */
2553 if(pshader && priv->target_version >= NV3)
2555 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2557 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2559 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2560 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2561 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2563 else if(priv->target_version >= NV2)
2565 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2566 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2567 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2568 src_name);
2570 else
2572 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2574 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2575 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2576 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2578 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2579 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2581 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2582 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2583 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2584 src_name);
2588 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2590 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2591 char dst_name[50];
2592 char src_name[3][50];
2594 /* ARB_fragment_program has a convenient LRP instruction */
2595 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2596 shader_hw_map2gl(ins);
2597 return;
2600 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2601 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2602 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2603 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2605 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2606 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2607 dst_name, src_name[0], src_name[2]);
2610 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2612 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2613 * must contain fixed constants. So we need a separate function to filter those constants and
2614 * can't use map2gl
2616 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2617 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2618 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2619 char dst_name[50];
2620 char src_name0[50], src_name1[50], src_name2[50];
2621 BOOL is_color;
2623 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2624 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2625 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2626 /* No modifiers are supported on SCS */
2627 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2629 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2631 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2632 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2634 } else if(priv->target_version >= NV2) {
2635 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2637 /* Sincos writemask must be .x, .y or .xy */
2638 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2639 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2640 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2641 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2642 } else {
2643 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2644 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2646 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2647 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2649 * The constants we get are:
2651 * +1 +1, -1 -1 +1 +1 -1 -1
2652 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2653 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2655 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2657 * (x/2)^2 = x^2 / 4
2658 * (x/2)^3 = x^3 / 8
2659 * (x/2)^4 = x^4 / 16
2660 * (x/2)^5 = x^5 / 32
2661 * etc
2663 * To get the final result:
2664 * sin(x) = 2 * sin(x/2) * cos(x/2)
2665 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2666 * (from sin(x+y) and cos(x+y) rules)
2668 * As per MSDN, dst.z is undefined after the operation, and so is
2669 * dst.x and dst.y if they're masked out by the writemask. Ie
2670 * sincos dst.y, src1, c0, c1
2671 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2672 * vsa.exe also stops with an error if the dest register is the same register as the source
2673 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2674 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2676 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2677 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2678 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2680 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2681 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2682 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2683 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2684 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2685 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2687 /* sin(x/2)
2689 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2690 * properly merge that with MULs in the code above?
2691 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2692 * we can merge the sine and cosine MAD rows to calculate them together.
2694 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2695 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2696 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2697 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2699 /* cos(x/2) */
2700 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2701 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2702 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2704 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2705 /* cos x */
2706 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2707 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2709 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2710 /* sin x */
2711 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2712 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2717 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2719 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2720 char dst_name[50];
2721 char src_name[50];
2722 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2724 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2725 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2727 /* SGN is only valid in vertex shaders */
2728 if(ctx->target_version >= NV2) {
2729 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2730 return;
2733 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2734 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2736 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2737 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2738 } else {
2739 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2740 * Then use TA, and calculate the final result
2742 * Not reading from TA? Store the first result in TA to avoid overwriting the
2743 * destination if src reg = dst reg
2745 if(strstr(src_name, "TA"))
2747 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2748 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2749 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2751 else
2753 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2754 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2755 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2760 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2762 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2763 char src[50];
2764 char dst[50];
2765 char dst_name[50];
2766 BOOL is_color;
2768 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2769 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2770 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2772 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2773 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2776 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2778 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2779 char src0[50], src1[50], dst[50];
2780 struct wined3d_shader_src_param src0_copy = ins->src[0];
2781 BOOL need_abs = FALSE;
2782 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2783 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2785 /* POW operates on the absolute value of the input */
2786 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2788 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2789 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2790 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2792 if (need_abs)
2793 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2794 else
2795 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2797 if (priv->target_version >= NV2)
2799 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2800 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2801 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2803 else
2805 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2806 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2808 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2809 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2810 /* Possibly add flt_eps to avoid getting float special values */
2811 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2812 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2813 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2814 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2818 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2820 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2821 char src_name[50];
2822 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2824 /* src0 is aL */
2825 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2827 if(vshader)
2829 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2830 struct list *e = list_head(&priv->control_frames);
2831 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2833 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2834 /* The constant loader makes sure to load -1 into iX.w */
2835 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2836 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2837 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2839 else
2841 shader_addline(buffer, "LOOP %s;\n", src_name);
2845 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2847 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2848 char src_name[50];
2849 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2851 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2853 /* The constant loader makes sure to load -1 into iX.w */
2854 if(vshader)
2856 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2857 struct list *e = list_head(&priv->control_frames);
2858 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2860 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2862 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2863 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2864 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2866 else
2868 shader_addline(buffer, "REP %s;\n", src_name);
2872 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2874 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2875 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2877 if(vshader)
2879 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2880 struct list *e = list_head(&priv->control_frames);
2881 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2883 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2884 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2885 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2887 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2889 else
2891 shader_addline(buffer, "ENDLOOP;\n");
2895 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2897 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2898 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2900 if(vshader)
2902 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2903 struct list *e = list_head(&priv->control_frames);
2904 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2906 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2907 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2908 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2910 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2912 else
2914 shader_addline(buffer, "ENDREP;\n");
2918 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2920 struct control_frame *control_frame;
2922 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2924 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2926 ERR("Could not find loop for break\n");
2927 return NULL;
2930 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2932 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2933 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2934 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2936 if(vshader)
2938 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2940 else
2942 shader_addline(buffer, "BRK;\n");
2946 static const char *get_compare(enum wined3d_shader_rel_op op)
2948 switch (op)
2950 case WINED3D_SHADER_REL_OP_GT: return "GT";
2951 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2952 case WINED3D_SHADER_REL_OP_GE: return "GE";
2953 case WINED3D_SHADER_REL_OP_LT: return "LT";
2954 case WINED3D_SHADER_REL_OP_NE: return "NE";
2955 case WINED3D_SHADER_REL_OP_LE: return "LE";
2956 default:
2957 FIXME("Unrecognized operator %#x.\n", op);
2958 return "(\?\?)";
2962 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
2964 switch (op)
2966 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
2967 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
2968 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
2969 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
2970 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
2971 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
2972 default:
2973 FIXME("Unrecognized operator %#x.\n", op);
2974 return -1;
2978 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2980 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2981 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2982 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2983 char src_name0[50];
2984 char src_name1[50];
2985 const char *comp = get_compare(ins->flags);
2987 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2988 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2990 if(vshader)
2992 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2993 * away the subtraction result
2995 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2996 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
2998 else
3000 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3001 shader_addline(buffer, "BRK (%s.x);\n", comp);
3005 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3007 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3008 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3009 struct list *e = list_head(&priv->control_frames);
3010 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3011 const char *comp;
3012 char src_name0[50];
3013 char src_name1[50];
3014 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3016 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3017 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3019 if(vshader)
3021 /* Invert the flag. We jump to the else label if the condition is NOT true */
3022 comp = get_compare(invert_compare(ins->flags));
3023 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3024 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3026 else
3028 comp = get_compare(ins->flags);
3029 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3030 shader_addline(buffer, "IF %s.x;\n", comp);
3034 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3036 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3037 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3038 struct list *e = list_head(&priv->control_frames);
3039 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3040 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3042 if(vshader)
3044 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3045 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3046 control_frame->had_else = TRUE;
3048 else
3050 shader_addline(buffer, "ELSE;\n");
3054 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3056 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3057 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3058 struct list *e = list_head(&priv->control_frames);
3059 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3060 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3062 if(vshader)
3064 if(control_frame->had_else)
3066 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3068 else
3070 shader_addline(buffer, "#No else branch. else is endif\n");
3071 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3074 else
3076 shader_addline(buffer, "ENDIF;\n");
3080 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3082 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3083 char reg_dest[40];
3084 char reg_src[3][40];
3085 WORD flags = TEX_DERIV;
3087 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3088 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3089 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3090 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3092 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3093 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3095 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3098 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3100 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3101 char reg_dest[40];
3102 char reg_coord[40];
3103 WORD flags = TEX_LOD;
3105 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3106 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3108 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3109 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3111 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3114 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3116 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3117 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3119 priv->in_main_func = FALSE;
3120 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3121 * subroutine, don't generate a label that will make GL complain
3123 if(priv->target_version == ARB) return;
3125 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3128 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3129 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3130 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3131 struct wined3d_string_buffer *buffer)
3133 unsigned int i;
3135 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3136 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3137 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3138 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3140 if (args->super.fog_src == VS_FOG_Z)
3142 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3144 else
3146 if (!reg_maps->fog)
3148 /* posFixup.x is always 1.0, so we can safely use it */
3149 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3151 else
3153 /* Clamp fogcoord */
3154 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3155 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3157 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3158 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3162 /* Clipplanes are always stored without y inversion */
3163 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3165 if (args->super.clip_enabled)
3167 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3169 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3173 else if (args->clip.boolclip.clip_texcoord)
3175 unsigned int cur_clip = 0;
3176 char component[4] = {'x', 'y', 'z', 'w'};
3177 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3179 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3181 if (args->clip.boolclip.clipplane_mask & (1 << i))
3183 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3184 component[cur_clip++], i);
3187 switch (cur_clip)
3189 case 0:
3190 shader_addline(buffer, "MOV TA, %s;\n", zero);
3191 break;
3192 case 1:
3193 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3194 break;
3195 case 2:
3196 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3197 break;
3198 case 3:
3199 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3200 break;
3202 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3203 args->clip.boolclip.clip_texcoord - 1);
3206 /* Write the final position.
3208 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3209 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3210 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3211 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3213 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3214 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3215 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3217 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3218 * and the glsl equivalent
3220 if (need_helper_const(shader_data, reg_maps, gl_info))
3222 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3223 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3225 else
3227 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3228 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3231 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3233 priv_ctx->footer_written = TRUE;
3236 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3238 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3239 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3240 const struct wined3d_shader *shader = ins->ctx->shader;
3241 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3243 if(priv->target_version == ARB) return;
3245 if(vshader)
3247 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3248 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3251 shader_addline(buffer, "RET;\n");
3254 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3256 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3257 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3260 static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3262 const char *ptr, *line;
3263 GLint native, pos;
3265 if (TRACE_ON(d3d_shader))
3267 ptr = src;
3268 while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3271 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3272 checkGLcall("glProgramStringARB()");
3274 if (FIXME_ON(d3d_shader))
3276 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3277 if (pos != -1)
3279 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3280 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3281 ptr = src;
3282 while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3283 FIXME_(d3d_shader)("\n");
3285 return FALSE;
3289 if (WARN_ON(d3d_perf))
3291 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3292 checkGLcall("glGetProgramivARB()");
3293 if (!native)
3294 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3297 return TRUE;
3300 /* Context activation is done by the caller. */
3301 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3303 GLuint program_id = 0;
3305 static const char blt_vprogram[] =
3306 "!!ARBvp1.0\n"
3307 "PARAM c[1] = { { 1, 0.5 } };\n"
3308 "MOV result.position, vertex.position;\n"
3309 "MOV result.color, c[0].x;\n"
3310 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3311 "END\n";
3313 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3314 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3315 shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, blt_vprogram);
3317 return program_id;
3320 /* Context activation is done by the caller. */
3321 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3322 enum wined3d_gl_resource_type tex_type, BOOL masked)
3324 GLuint program_id = 0;
3325 const char *fprogram;
3327 static const char * const blt_fprograms_full[WINED3D_GL_RES_TYPE_COUNT] =
3329 /* WINED3D_GL_RES_TYPE_TEX_1D */
3330 NULL,
3331 /* WINED3D_GL_RES_TYPE_TEX_2D */
3332 "!!ARBfp1.0\n"
3333 "TEMP R0;\n"
3334 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3335 "MOV result.depth.z, R0.x;\n"
3336 "END\n",
3337 /* WINED3D_GL_RES_TYPE_TEX_3D */
3338 NULL,
3339 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
3340 "!!ARBfp1.0\n"
3341 "TEMP R0;\n"
3342 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3343 "MOV result.depth.z, R0.x;\n"
3344 "END\n",
3345 /* WINED3D_GL_RES_TYPE_TEX_RECT */
3346 "!!ARBfp1.0\n"
3347 "TEMP R0;\n"
3348 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3349 "MOV result.depth.z, R0.x;\n"
3350 "END\n",
3353 static const char * const blt_fprograms_masked[WINED3D_GL_RES_TYPE_COUNT] =
3355 /* WINED3D_GL_RES_TYPE_TEX_1D */
3356 NULL,
3357 /* WINED3D_GL_RES_TYPE_TEX_2D */
3358 "!!ARBfp1.0\n"
3359 "PARAM mask = program.local[0];\n"
3360 "TEMP R0;\n"
3361 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3362 "MUL R0.x, R0.x, R0.y;\n"
3363 "KIL -R0.x;\n"
3364 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3365 "MOV result.depth.z, R0.x;\n"
3366 "END\n",
3367 /* WINED3D_GL_RES_TYPE_TEX_3D */
3368 NULL,
3369 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
3370 "!!ARBfp1.0\n"
3371 "PARAM mask = program.local[0];\n"
3372 "TEMP R0;\n"
3373 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3374 "MUL R0.x, R0.x, R0.y;\n"
3375 "KIL -R0.x;\n"
3376 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3377 "MOV result.depth.z, R0.x;\n"
3378 "END\n",
3379 /* WINED3D_GL_RES_TYPE_TEX_RECT */
3380 "!!ARBfp1.0\n"
3381 "PARAM mask = program.local[0];\n"
3382 "TEMP R0;\n"
3383 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3384 "MUL R0.x, R0.x, R0.y;\n"
3385 "KIL -R0.x;\n"
3386 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3387 "MOV result.depth.z, R0.x;\n"
3388 "END\n",
3391 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3392 if (!fprogram)
3394 FIXME("tex_type %#x not supported, falling back to 2D\n", tex_type);
3395 tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
3396 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3399 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3400 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3401 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, fprogram);
3403 return program_id;
3406 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3407 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3409 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3411 if(condcode)
3413 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3414 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3415 /* Calculate the > 0.0031308 case */
3416 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3417 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3418 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3419 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3420 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3421 /* Calculate the < case */
3422 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3424 else
3426 /* Calculate the > 0.0031308 case */
3427 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3428 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3429 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3430 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3431 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3432 /* Calculate the < case */
3433 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3434 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3435 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3436 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3437 /* Store the components > 0.0031308 in the destination */
3438 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3439 /* Add the components that are < 0.0031308 */
3440 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3441 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3442 * result.color writes(.rgb first, then .a), or handle overwriting already written
3443 * components. The assembler uses a temporary register in this case, which is usually
3444 * not allocated from one of our registers that were used earlier.
3447 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3450 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3452 const struct wined3d_shader_lconst *constant;
3454 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3456 if (constant->idx == idx)
3458 return constant->value;
3461 return NULL;
3464 static void init_ps_input(const struct wined3d_shader *shader,
3465 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3467 static const char * const texcoords[8] =
3469 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3470 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3472 unsigned int i;
3473 const struct wined3d_shader_signature_element *input;
3474 const char *semantic_name;
3475 DWORD semantic_idx;
3477 switch(args->super.vp_mode)
3479 case pretransformed:
3480 case fixedfunction:
3481 /* The pixelshader has to collect the varyings on its own. In any case properly load
3482 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3483 * other attribs to 0.0.
3485 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3486 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3487 * load the texcoord attrib pointers to match the pixel shader signature
3489 for (i = 0; i < shader->input_signature.element_count; ++i)
3491 input = &shader->input_signature.elements[i];
3492 if (!(semantic_name = input->semantic_name))
3493 continue;
3494 semantic_idx = input->semantic_idx;
3496 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3498 if (!semantic_idx)
3499 priv->ps_input[input->register_idx] = "fragment.color.primary";
3500 else if (semantic_idx == 1)
3501 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3502 else
3503 priv->ps_input[input->register_idx] = "0.0";
3505 else if (args->super.vp_mode == fixedfunction)
3507 priv->ps_input[input->register_idx] = "0.0";
3509 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3511 if (semantic_idx < 8)
3512 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3513 else
3514 priv->ps_input[input->register_idx] = "0.0";
3516 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3518 if (!semantic_idx)
3519 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3520 else
3521 priv->ps_input[input->register_idx] = "0.0";
3523 else
3525 priv->ps_input[input->register_idx] = "0.0";
3528 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3529 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3531 break;
3533 case vertexshader:
3534 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3535 * fragment.color
3537 for(i = 0; i < 8; i++)
3539 priv->ps_input[i] = texcoords[i];
3541 priv->ps_input[8] = "fragment.color.primary";
3542 priv->ps_input[9] = "fragment.color.secondary";
3543 break;
3547 static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
3548 const char *fragcolor, const char *tmp)
3550 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3551 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3552 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3555 /* Context activation is done by the caller. */
3556 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3557 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3558 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3560 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3561 const DWORD *function = shader->function;
3562 GLuint retval;
3563 char fragcolor[16];
3564 DWORD next_local = 0;
3565 struct shader_arb_ctx_priv priv_ctx;
3566 BOOL dcl_td = FALSE;
3567 BOOL want_nv_prog = FALSE;
3568 struct arb_pshader_private *shader_priv = shader->backend_data;
3569 DWORD map;
3570 BOOL custom_linear_fog = FALSE;
3572 char srgbtmp[4][4];
3573 char ftoa_tmp[17];
3574 unsigned int i, found = 0;
3576 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3578 if (!(map & 1)
3579 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3580 || (reg_maps->shader_version.major < 2 && !i))
3581 continue;
3583 sprintf(srgbtmp[found], "R%u", i);
3584 ++found;
3585 if (found == 4) break;
3588 switch(found) {
3589 case 0:
3590 sprintf(srgbtmp[0], "TA");
3591 sprintf(srgbtmp[1], "TB");
3592 sprintf(srgbtmp[2], "TC");
3593 sprintf(srgbtmp[3], "TD");
3594 dcl_td = TRUE;
3595 break;
3596 case 1:
3597 sprintf(srgbtmp[1], "TA");
3598 sprintf(srgbtmp[2], "TB");
3599 sprintf(srgbtmp[3], "TC");
3600 break;
3601 case 2:
3602 sprintf(srgbtmp[2], "TA");
3603 sprintf(srgbtmp[3], "TB");
3604 break;
3605 case 3:
3606 sprintf(srgbtmp[3], "TA");
3607 break;
3608 case 4:
3609 break;
3612 /* Create the hw ARB shader */
3613 memset(&priv_ctx, 0, sizeof(priv_ctx));
3614 priv_ctx.cur_ps_args = args;
3615 priv_ctx.compiled_fprog = compiled;
3616 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3617 init_ps_input(shader, args, &priv_ctx);
3618 list_init(&priv_ctx.control_frames);
3619 priv_ctx.ps_post_process = args->super.srgb_correction;
3621 /* Avoid enabling NV_fragment_program* if we do not need it.
3623 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3624 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3625 * is faster than what we gain from using higher native instructions. There are some things though
3626 * that cannot be emulated. In that case enable the extensions.
3627 * If the extension is enabled, instruction handlers that support both ways will use it.
3629 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3630 * So enable the best we can get.
3632 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3633 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3635 want_nv_prog = TRUE;
3638 shader_addline(buffer, "!!ARBfp1.0\n");
3639 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3641 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3642 priv_ctx.target_version = NV3;
3644 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3646 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3647 priv_ctx.target_version = NV2;
3648 } else {
3649 if(want_nv_prog)
3651 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3652 * limits properly
3654 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3655 ERR("Try GLSL\n");
3657 priv_ctx.target_version = ARB;
3660 if (reg_maps->rt_mask > 1)
3662 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3665 if (reg_maps->shader_version.major < 3)
3667 switch (args->super.fog)
3669 case WINED3D_FFP_PS_FOG_OFF:
3670 break;
3671 case WINED3D_FFP_PS_FOG_LINEAR:
3672 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3674 custom_linear_fog = TRUE;
3675 priv_ctx.ps_post_process = TRUE;
3676 break;
3678 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3679 break;
3680 case WINED3D_FFP_PS_FOG_EXP:
3681 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3682 break;
3683 case WINED3D_FFP_PS_FOG_EXP2:
3684 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3685 break;
3689 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3690 * unused temps away(but occupies them for the whole shader if they're used once). Always
3691 * declaring them avoids tricky bookkeeping work
3693 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3694 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3695 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3696 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3697 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3698 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3699 wined3d_ftoa(eps, ftoa_tmp);
3700 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3702 if (reg_maps->shader_version.major < 2)
3704 strcpy(fragcolor, "R0");
3706 else
3708 if (priv_ctx.ps_post_process)
3710 if (shader->u.ps.color0_mov)
3712 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3714 else
3716 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3717 strcpy(fragcolor, "TMP_COLOR");
3719 } else {
3720 strcpy(fragcolor, "result.color");
3724 if (args->super.srgb_correction)
3726 shader_addline(buffer, "PARAM srgb_consts0 = ");
3727 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
3728 shader_addline(buffer, ";\n");
3729 shader_addline(buffer, "PARAM srgb_consts1 = ");
3730 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
3731 shader_addline(buffer, ";\n");
3734 /* Base Declarations */
3735 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3737 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3739 unsigned char bump_const;
3741 if (!(map & 1)) continue;
3743 bump_const = compiled->numbumpenvmatconsts;
3744 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3745 compiled->bumpenvmatconst[bump_const].texunit = i;
3746 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3747 compiled->luminanceconst[bump_const].texunit = i;
3749 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3750 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3751 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3752 * textures due to conditional NP2 restrictions)
3754 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3755 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3756 * their location is shader dependent anyway and they cannot be loaded globally.
3758 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3759 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3760 i, compiled->bumpenvmatconst[bump_const].const_num);
3761 compiled->numbumpenvmatconsts = bump_const + 1;
3763 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3765 compiled->luminanceconst[bump_const].const_num = next_local++;
3766 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3767 i, compiled->luminanceconst[bump_const].const_num);
3770 for(i = 0; i < MAX_CONST_I; i++)
3772 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3773 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3775 const DWORD *control_values = find_loop_control_values(shader, i);
3777 if(control_values)
3779 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3780 control_values[0], control_values[1], control_values[2]);
3782 else
3784 compiled->int_consts[i] = next_local;
3785 compiled->num_int_consts++;
3786 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3791 if(reg_maps->vpos || reg_maps->usesdsy)
3793 compiled->ycorrection = next_local;
3794 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3796 if(reg_maps->vpos)
3798 shader_addline(buffer, "TEMP vpos;\n");
3799 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3800 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3801 * ycorrection.z: 1.0
3802 * ycorrection.w: 0.0
3804 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3805 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3808 else
3810 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3813 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3814 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3815 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3816 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3817 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3818 * shader compilation errors and the subsequent errors when drawing with this shader. */
3819 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3820 unsigned char cur_fixup_sampler = 0;
3822 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3823 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3824 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3826 fixup->offset = next_local;
3827 fixup->super.active = 0;
3829 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3830 if (!(map & (1 << i))) continue;
3832 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3833 fixup->super.active |= (1 << i);
3834 fixup->super.idx[i] = cur_fixup_sampler++;
3835 } else {
3836 FIXME("No free constant found to load NP2 fixup data into shader. "
3837 "Sampling from this texture will probably look wrong.\n");
3838 break;
3842 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3843 if (fixup->super.num_consts) {
3844 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3845 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3849 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3851 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3854 /* Base Shader Body */
3855 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3857 if(args->super.srgb_correction) {
3858 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3859 priv_ctx.target_version >= NV2);
3862 if (custom_linear_fog)
3863 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3865 if(strcmp(fragcolor, "result.color")) {
3866 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3868 shader_addline(buffer, "END\n");
3870 /* TODO: change to resource.glObjectHandle or something like that */
3871 GL_EXTCALL(glGenProgramsARB(1, &retval));
3873 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3874 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3876 TRACE("Created hw pixel shader, prg=%d\n", retval);
3877 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3878 return 0;
3880 return retval;
3883 static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3885 unsigned int i;
3886 int ret;
3888 if (sig1->element_count != sig2->element_count)
3889 return sig1->element_count < sig2->element_count ? -1 : 1;
3891 for (i = 0; i < sig1->element_count; ++i)
3893 const struct wined3d_shader_signature_element *e1, *e2;
3895 e1 = &sig1->elements[i];
3896 e2 = &sig2->elements[i];
3898 if (!e1->semantic_name || !e2->semantic_name)
3900 /* Compare pointers, not contents. One string is NULL (element
3901 * does not exist), the other one is not NULL. */
3902 if (e1->semantic_name != e2->semantic_name)
3903 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3904 continue;
3907 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3908 return ret;
3909 if (e1->semantic_idx != e2->semantic_idx)
3910 return e1->semantic_idx < e2->semantic_idx ? -1 : 1;
3911 if (e1->sysval_semantic != e2->sysval_semantic)
3912 return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1;
3913 if (e1->component_type != e2->component_type)
3914 return e1->component_type < e2->component_type ? -1 : 1;
3915 if (e1->register_idx != e2->register_idx)
3916 return e1->register_idx < e2->register_idx ? -1 : 1;
3917 if (e1->mask != e2->mask)
3918 return e1->mask < e2->mask ? -1 : 1;
3920 return 0;
3923 static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
3925 unsigned int i;
3926 char *name;
3928 new->element_count = sig->element_count;
3929 new->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*new->elements) * new->element_count);
3930 for (i = 0; i < sig->element_count; ++i)
3932 new->elements[i] = sig->elements[i];
3934 if (!new->elements[i].semantic_name)
3935 continue;
3937 /* Clone the semantic string */
3938 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig->elements[i].semantic_name) + 1);
3939 strcpy(name, sig->elements[i].semantic_name);
3940 new->elements[i].semantic_name = name;
3944 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
3946 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3947 struct ps_signature *found_sig;
3949 if (entry)
3951 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3952 TRACE("Found existing signature %u\n", found_sig->idx);
3953 return found_sig->idx;
3955 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*found_sig));
3956 clone_sig(&found_sig->sig, sig);
3957 found_sig->idx = priv->ps_sig_number++;
3958 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3959 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3961 ERR("Failed to insert program entry.\n");
3963 return found_sig->idx;
3966 static void init_output_registers(const struct wined3d_shader *shader,
3967 const struct wined3d_shader_signature *ps_input_sig,
3968 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3970 unsigned int i, j;
3971 static const char * const texcoords[8] =
3973 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3974 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3976 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3977 * and varying 9 to result.color.secondary
3979 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3981 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3982 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3983 "result.color.primary", "result.color.secondary"
3986 if (!ps_input_sig)
3988 TRACE("Pixel shader uses builtin varyings\n");
3989 /* Map builtins to builtins */
3990 for(i = 0; i < 8; i++)
3992 priv_ctx->texcrd_output[i] = texcoords[i];
3994 priv_ctx->color_output[0] = "result.color.primary";
3995 priv_ctx->color_output[1] = "result.color.secondary";
3996 priv_ctx->fog_output = "TMP_FOGCOORD";
3998 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3999 for (i = 0; i < shader->output_signature.element_count; ++i)
4001 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4003 if (!output->semantic_name)
4004 continue;
4006 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
4008 TRACE("o%u is TMP_OUT\n", output->register_idx);
4009 if (!output->semantic_idx)
4010 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4011 else
4012 priv_ctx->vs_output[output->register_idx] = "TA";
4014 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
4016 TRACE("o%u is result.pointsize\n", output->register_idx);
4017 if (!output->semantic_idx)
4018 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4019 else
4020 priv_ctx->vs_output[output->register_idx] = "TA";
4022 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
4024 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
4025 if (!output->semantic_idx)
4026 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
4027 else if (output->semantic_idx == 1)
4028 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
4029 else priv_ctx->vs_output[output->register_idx] = "TA";
4031 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4033 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
4034 if (output->semantic_idx >= 8)
4035 priv_ctx->vs_output[output->register_idx] = "TA";
4036 else
4037 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
4039 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
4041 TRACE("o%u is result.fogcoord\n", output->register_idx);
4042 if (output->semantic_idx > 0)
4043 priv_ctx->vs_output[output->register_idx] = "TA";
4044 else
4045 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
4047 else
4049 priv_ctx->vs_output[output->register_idx] = "TA";
4052 return;
4055 TRACE("Pixel shader uses declared varyings\n");
4057 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4058 for(i = 0; i < 8; i++)
4060 priv_ctx->texcrd_output[i] = "TA";
4062 priv_ctx->color_output[0] = "TA";
4063 priv_ctx->color_output[1] = "TA";
4064 priv_ctx->fog_output = "TA";
4066 for (i = 0; i < ps_input_sig->element_count; ++i)
4068 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4070 if (!input->semantic_name)
4071 continue;
4073 /* If a declared input register is not written by builtin arguments, don't write to it.
4074 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4076 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4077 * to TMP_OUT in any case
4079 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4081 if (input->semantic_idx < 8)
4082 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4084 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4086 if (input->semantic_idx < 2)
4087 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4089 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4091 if (!input->semantic_idx)
4092 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4094 else
4096 continue;
4099 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4100 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4102 compiled->need_color_unclamp = TRUE;
4106 /* Map declared to declared */
4107 for (i = 0; i < shader->output_signature.element_count; ++i)
4109 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4111 /* Write unread output to TA to throw them away */
4112 priv_ctx->vs_output[output->register_idx] = "TA";
4114 if (!output->semantic_name)
4115 continue;
4117 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
4119 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4120 continue;
4122 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
4124 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4125 continue;
4128 for (j = 0; j < ps_input_sig->element_count; ++j)
4130 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4132 if (!input->semantic_name)
4133 continue;
4135 if (!strcmp(input->semantic_name, output->semantic_name)
4136 && input->semantic_idx == output->semantic_idx)
4138 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4140 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4141 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4143 compiled->need_color_unclamp = TRUE;
4150 /* Context activation is done by the caller. */
4151 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4152 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4153 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4154 const struct wined3d_shader_signature *ps_input_sig)
4156 const struct arb_vshader_private *shader_data = shader->backend_data;
4157 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4158 struct shader_arb_priv *priv = shader->device->shader_priv;
4159 const DWORD *function = shader->function;
4160 GLuint ret;
4161 DWORD next_local = 0;
4162 struct shader_arb_ctx_priv priv_ctx;
4163 unsigned int i;
4165 memset(&priv_ctx, 0, sizeof(priv_ctx));
4166 priv_ctx.cur_vs_args = args;
4167 list_init(&priv_ctx.control_frames);
4168 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4170 /* Create the hw ARB shader */
4171 shader_addline(buffer, "!!ARBvp1.0\n");
4173 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4174 * mesurable performance penalty, and we can always make use of it for clipplanes.
4176 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4178 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4179 priv_ctx.target_version = NV3;
4180 shader_addline(buffer, "ADDRESS aL;\n");
4182 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4184 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4185 priv_ctx.target_version = NV2;
4186 shader_addline(buffer, "ADDRESS aL;\n");
4187 } else {
4188 priv_ctx.target_version = ARB;
4191 shader_addline(buffer, "TEMP TMP_OUT;\n");
4192 if (reg_maps->fog)
4193 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4194 if (need_helper_const(shader_data, reg_maps, gl_info))
4196 char ftoa_tmp[17];
4197 wined3d_ftoa(eps, ftoa_tmp);
4198 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4200 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4202 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4203 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4206 shader_addline(buffer, "TEMP TA;\n");
4207 shader_addline(buffer, "TEMP TB;\n");
4209 /* Base Declarations */
4210 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4211 &priv_ctx.vs_clipplanes, &priv_ctx);
4213 for(i = 0; i < MAX_CONST_I; i++)
4215 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4216 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4218 const DWORD *control_values = find_loop_control_values(shader, i);
4220 if(control_values)
4222 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4223 control_values[0], control_values[1], control_values[2]);
4225 else
4227 compiled->int_consts[i] = next_local;
4228 compiled->num_int_consts++;
4229 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4234 /* We need a constant to fixup the final position */
4235 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4236 compiled->pos_fixup = next_local++;
4238 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4239 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4240 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4241 * a replacement shader depend on the texcoord.w being set properly.
4243 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4244 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4245 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4246 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4247 * this can eat a number of instructions, so skip it unless this cap is set as well
4249 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4251 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4252 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4254 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4256 int i;
4257 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4258 for(i = 0; i < MAX_REG_TEXCRD; i++)
4260 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4261 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4266 /* The shader starts with the main function */
4267 priv_ctx.in_main_func = TRUE;
4268 /* Base Shader Body */
4269 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4271 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4272 shader_data, args, reg_maps, gl_info, buffer);
4274 shader_addline(buffer, "END\n");
4276 /* TODO: change to resource.glObjectHandle or something like that */
4277 GL_EXTCALL(glGenProgramsARB(1, &ret));
4279 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4280 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4282 TRACE("Created hw vertex shader, prg=%d\n", ret);
4283 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4284 return -1;
4286 return ret;
4289 /* Context activation is done by the caller. */
4290 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4291 const struct arb_ps_compile_args *args)
4293 struct wined3d_device *device = shader->device;
4294 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4295 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4296 UINT i;
4297 DWORD new_size;
4298 struct arb_ps_compiled_shader *new_array;
4299 struct wined3d_string_buffer buffer;
4300 struct arb_pshader_private *shader_data;
4301 GLuint ret;
4303 if (!shader->backend_data)
4305 struct shader_arb_priv *priv = device->shader_priv;
4307 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4308 shader_data = shader->backend_data;
4309 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4311 if (shader->reg_maps.shader_version.major < 3)
4312 shader_data->input_signature_idx = ~0U;
4313 else
4314 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4316 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4318 if (!d3d_info->vs_clipping)
4319 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4320 d3d_info->limits.ffp_blend_stages - 1);
4321 else
4322 shader_data->clipplane_emulation = ~0U;
4324 shader_data = shader->backend_data;
4326 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4327 * so a linear search is more performant than a hashmap or a binary search
4328 * (cache coherency etc)
4330 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4332 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4333 return &shader_data->gl_shaders[i];
4336 TRACE("No matching GL shader found, compiling a new shader\n");
4337 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4338 if (shader_data->num_gl_shaders)
4340 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4341 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4342 new_size * sizeof(*shader_data->gl_shaders));
4343 } else {
4344 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4345 new_size = 1;
4348 if(!new_array) {
4349 ERR("Out of memory\n");
4350 return 0;
4352 shader_data->gl_shaders = new_array;
4353 shader_data->shader_array_size = new_size;
4356 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4358 pixelshader_update_resource_types(shader, args->super.tex_types);
4360 if (!string_buffer_init(&buffer))
4362 ERR("Failed to initialize shader buffer.\n");
4363 return 0;
4366 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4367 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4368 string_buffer_free(&buffer);
4369 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4371 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4374 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4375 const DWORD use_map, BOOL skip_int) {
4376 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4377 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4378 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4379 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4380 if(stored->ps_signature != new->ps_signature) return FALSE;
4381 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4382 if(skip_int) return TRUE;
4384 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4387 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4388 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4389 const struct wined3d_shader_signature *ps_input_sig)
4391 UINT i;
4392 DWORD new_size;
4393 struct arb_vs_compiled_shader *new_array;
4394 struct wined3d_string_buffer buffer;
4395 struct arb_vshader_private *shader_data;
4396 GLuint ret;
4398 if (!shader->backend_data)
4400 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4402 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4403 shader_data = shader->backend_data;
4405 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4406 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4408 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4410 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4411 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4412 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4414 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4415 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4416 else if (reg_maps->max_rel_offset > 63)
4417 shader_data->rel_offset = reg_maps->min_rel_offset;
4420 shader_data = shader->backend_data;
4422 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4423 * so a linear search is more performant than a hashmap or a binary search
4424 * (cache coherency etc)
4426 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4427 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4428 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4430 return &shader_data->gl_shaders[i];
4434 TRACE("No matching GL shader found, compiling a new shader\n");
4436 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4437 if (shader_data->num_gl_shaders)
4439 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4440 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4441 new_size * sizeof(*shader_data->gl_shaders));
4442 } else {
4443 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4444 new_size = 1;
4447 if(!new_array) {
4448 ERR("Out of memory\n");
4449 return 0;
4451 shader_data->gl_shaders = new_array;
4452 shader_data->shader_array_size = new_size;
4455 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4457 if (!string_buffer_init(&buffer))
4459 ERR("Failed to initialize shader buffer.\n");
4460 return 0;
4463 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4464 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4465 ps_input_sig);
4466 string_buffer_free(&buffer);
4467 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4469 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4472 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4473 const struct wined3d_context *context, const struct wined3d_shader *shader,
4474 struct arb_ps_compile_args *args)
4476 const struct wined3d_gl_info *gl_info = context->gl_info;
4477 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4478 int i;
4479 WORD int_skip;
4481 find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, gl_info);
4483 /* This forces all local boolean constants to 1 to make them stateblock independent */
4484 args->bools = shader->reg_maps.local_bool_consts;
4486 for(i = 0; i < MAX_CONST_B; i++)
4488 if (state->ps_consts_b[i])
4489 args->bools |= ( 1 << i);
4492 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4493 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4494 * duplicate the shader than have a no-op KIL instruction in every shader
4496 if (!d3d_info->vs_clipping && use_vs(state)
4497 && state->render_states[WINED3D_RS_CLIPPING]
4498 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4499 args->clip = 1;
4500 else
4501 args->clip = 0;
4503 /* Skip if unused or local, or supported natively */
4504 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4505 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4507 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4508 return;
4511 for(i = 0; i < MAX_CONST_I; i++)
4513 if(int_skip & (1 << i))
4515 args->loop_ctrl[i][0] = 0;
4516 args->loop_ctrl[i][1] = 0;
4517 args->loop_ctrl[i][2] = 0;
4519 else
4521 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4522 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4523 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4528 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4529 const struct wined3d_context *context, const struct wined3d_shader *shader,
4530 struct arb_vs_compile_args *args)
4532 const struct wined3d_device *device = shader->device;
4533 const struct wined3d_adapter *adapter = device->adapter;
4534 const struct wined3d_gl_info *gl_info = context->gl_info;
4535 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4536 int i;
4537 WORD int_skip;
4539 find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super);
4541 args->clip.boolclip_compare = 0;
4542 if (use_ps(state))
4544 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4545 const struct arb_pshader_private *shader_priv = ps->backend_data;
4546 args->ps_signature = shader_priv->input_signature_idx;
4548 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4550 else
4552 args->ps_signature = ~0;
4553 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4554 args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0;
4555 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4558 if (args->clip.boolclip.clip_texcoord)
4560 if (state->render_states[WINED3D_RS_CLIPPING])
4561 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4562 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4565 /* This forces all local boolean constants to 1 to make them stateblock independent */
4566 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4567 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4568 for(i = 0; i < MAX_CONST_B; i++)
4570 if (state->vs_consts_b[i])
4571 args->clip.boolclip.bools |= ( 1 << i);
4574 args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0];
4575 args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1];
4576 args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2];
4577 args->vertex.samplers[3] = 0;
4579 /* Skip if unused or local */
4580 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4581 /* This is about flow control, not clipping. */
4582 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4584 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4585 return;
4588 for(i = 0; i < MAX_CONST_I; i++)
4590 if(int_skip & (1 << i))
4592 args->loop_ctrl[i][0] = 0;
4593 args->loop_ctrl[i][1] = 0;
4594 args->loop_ctrl[i][2] = 0;
4596 else
4598 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4599 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4600 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4605 /* Context activation is done by the caller. */
4606 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4607 const struct wined3d_state *state)
4609 struct shader_arb_priv *priv = shader_priv;
4610 const struct wined3d_gl_info *gl_info = context->gl_info;
4611 int i;
4613 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4614 if (use_ps(state))
4616 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4617 struct arb_ps_compile_args compile_args;
4618 struct arb_ps_compiled_shader *compiled;
4620 TRACE("Using pixel shader %p.\n", ps);
4621 find_arb_ps_compile_args(state, context, ps, &compile_args);
4622 compiled = find_arb_pshader(ps, &compile_args);
4623 priv->current_fprogram_id = compiled->prgId;
4624 priv->compiled_fprog = compiled;
4626 /* Bind the fragment program */
4627 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4628 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4630 if (!priv->use_arbfp_fixed_func)
4631 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4633 /* Enable OpenGL fragment programs. */
4634 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4635 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4637 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4639 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4640 * a 1.x and newer shader, reload the first 8 constants
4642 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4644 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4645 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4646 for(i = 0; i < 8; i++)
4648 priv->pshader_const_dirty[i] = 1;
4650 /* Also takes care of loading local constants */
4651 shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
4653 else
4655 UINT rt_height = state->fb->render_targets[0]->height;
4656 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4659 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4660 if (compiled->np2fixup_info.super.active)
4661 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4663 if (ps->load_local_constsF)
4664 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4666 else
4668 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4670 /* Disable only if we're not using arbfp fixed function fragment
4671 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4672 * enabled, and the fixed function pipeline will bind the fixed
4673 * function replacement shader. */
4674 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4675 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4676 priv->current_fprogram_id = 0;
4678 priv->fragment_pipe->enable_extension(gl_info, TRUE);
4681 if (use_vs(state))
4683 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4684 struct arb_vs_compile_args compile_args;
4685 struct arb_vs_compiled_shader *compiled;
4686 const struct wined3d_shader_signature *ps_input_sig;
4688 TRACE("Using vertex shader %p\n", vs);
4689 find_arb_vs_compile_args(state, context, vs, &compile_args);
4691 /* Instead of searching for the signature in the signature list, read the one from the
4692 * current pixel shader. It's maybe not the shader where the signature came from, but it
4693 * is the same signature and faster to find. */
4694 if (compile_args.ps_signature == ~0U)
4695 ps_input_sig = NULL;
4696 else
4697 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4699 compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map,
4700 &compile_args, ps_input_sig);
4701 priv->current_vprogram_id = compiled->prgId;
4702 priv->compiled_vprog = compiled;
4704 /* Bind the vertex program */
4705 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4706 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4708 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4710 /* Enable OpenGL vertex programs */
4711 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4712 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4713 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4714 shader_arb_vs_local_constants(compiled, context, state);
4716 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4717 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4719 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4721 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4722 checkGLcall("glClampColorARB");
4723 } else {
4724 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4728 if (vs->load_local_constsF)
4729 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4731 else
4733 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4735 priv->current_vprogram_id = 0;
4736 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4737 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4739 priv->vertex_pipe->vp_enable(gl_info, TRUE);
4744 /* Context activation is done by the caller. */
4745 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4747 const struct wined3d_gl_info *gl_info = context->gl_info;
4748 struct shader_arb_priv *priv = shader_priv;
4750 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4752 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4753 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4754 priv->current_fprogram_id = 0;
4756 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4758 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4760 priv->current_vprogram_id = 0;
4761 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4762 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4764 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4766 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4768 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4769 checkGLcall("glClampColorARB");
4770 priv->last_vs_color_unclamp = FALSE;
4773 context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
4774 | (1 << WINED3D_SHADER_TYPE_VERTEX)
4775 | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
4778 /* Context activation is done by the caller. */
4779 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4780 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size)
4782 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4783 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4784 struct shader_arb_priv *priv = shader_priv;
4785 GLuint *blt_fprogram;
4787 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4788 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4789 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4791 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4792 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4793 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4794 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4795 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4798 /* Context activation is done by the caller. */
4799 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4801 struct shader_arb_priv *priv = shader_priv;
4803 if (priv->current_vprogram_id) {
4804 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4805 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4807 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4809 else
4811 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4812 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4815 if (priv->current_fprogram_id) {
4816 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4817 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4819 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4821 else if(!priv->use_arbfp_fixed_func)
4823 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4824 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4828 static void shader_arb_destroy(struct wined3d_shader *shader)
4830 struct wined3d_device *device = shader->device;
4831 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4833 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4835 struct arb_pshader_private *shader_data = shader->backend_data;
4836 UINT i;
4838 if(!shader_data) return; /* This can happen if a shader was never compiled */
4840 if (shader_data->num_gl_shaders)
4842 struct wined3d_context *context = context_acquire(device, NULL);
4844 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4846 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4847 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4850 context_release(context);
4853 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4854 HeapFree(GetProcessHeap(), 0, shader_data);
4855 shader->backend_data = NULL;
4857 else
4859 struct arb_vshader_private *shader_data = shader->backend_data;
4860 UINT i;
4862 if(!shader_data) return; /* This can happen if a shader was never compiled */
4864 if (shader_data->num_gl_shaders)
4866 struct wined3d_context *context = context_acquire(device, NULL);
4868 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4870 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4871 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4874 context_release(context);
4877 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4878 HeapFree(GetProcessHeap(), 0, shader_data);
4879 shader->backend_data = NULL;
4883 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4885 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4886 return compare_sig(key, &e->sig);
4889 static const struct wine_rb_functions sig_tree_functions =
4891 wined3d_rb_alloc,
4892 wined3d_rb_realloc,
4893 wined3d_rb_free,
4894 sig_tree_compare
4897 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4898 const struct fragment_pipeline *fragment_pipe)
4900 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4901 struct fragment_caps fragment_caps;
4902 void *vertex_priv, *fragment_priv;
4903 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4905 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4907 ERR("Failed to initialize vertex pipe.\n");
4908 HeapFree(GetProcessHeap(), 0, priv);
4909 return E_FAIL;
4912 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4914 ERR("Failed to initialize fragment pipe.\n");
4915 vertex_pipe->vp_free(device);
4916 HeapFree(GetProcessHeap(), 0, priv);
4917 return E_FAIL;
4920 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4921 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4922 if (!priv->vshader_const_dirty)
4923 goto fail;
4924 memset(priv->vshader_const_dirty, 1,
4925 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4927 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4928 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4929 if (!priv->pshader_const_dirty)
4930 goto fail;
4931 memset(priv->pshader_const_dirty, 1,
4932 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4934 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4936 ERR("RB tree init failed\n");
4937 goto fail;
4940 priv->vertex_pipe = vertex_pipe;
4941 priv->fragment_pipe = fragment_pipe;
4942 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4943 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4945 device->vertex_priv = vertex_priv;
4946 device->fragment_priv = fragment_priv;
4947 device->shader_priv = priv;
4949 return WINED3D_OK;
4951 fail:
4952 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4953 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4954 fragment_pipe->free_private(device);
4955 vertex_pipe->vp_free(device);
4956 HeapFree(GetProcessHeap(), 0, priv);
4957 return E_OUTOFMEMORY;
4960 static void release_signature(struct wine_rb_entry *entry, void *context)
4962 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4963 unsigned int i;
4965 for (i = 0; i < sig->sig.element_count; ++i)
4967 HeapFree(GetProcessHeap(), 0, (char *)sig->sig.elements[i].semantic_name);
4969 HeapFree(GetProcessHeap(), 0, sig->sig.elements);
4970 HeapFree(GetProcessHeap(), 0, sig);
4973 /* Context activation is done by the caller. */
4974 static void shader_arb_free(struct wined3d_device *device)
4976 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4977 struct shader_arb_priv *priv = device->shader_priv;
4978 int i;
4980 if (priv->depth_blt_vprogram_id)
4981 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4983 for (i = 0; i < WINED3D_GL_RES_TYPE_COUNT; ++i)
4985 if (priv->depth_blt_fprogram_id_full[i])
4987 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4989 if (priv->depth_blt_fprogram_id_masked[i])
4991 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4995 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4996 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4997 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4998 priv->fragment_pipe->free_private(device);
4999 priv->vertex_pipe->vp_free(device);
5000 HeapFree(GetProcessHeap(), 0, device->shader_priv);
5003 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
5005 return TRUE;
5008 static void shader_arb_free_context_data(struct wined3d_context *context)
5010 struct shader_arb_priv *priv;
5012 if (!context->swapchain)
5013 return;
5015 priv = context->swapchain->device->shader_priv;
5016 if (priv->last_context == context)
5017 priv->last_context = NULL;
5020 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
5022 if (gl_info->supported[ARB_VERTEX_PROGRAM])
5024 DWORD vs_consts;
5025 UINT vs_version;
5027 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
5028 * for vertex programs. If the native limit is less than that it's
5029 * not very useful, and e.g. Mesa swrast returns 0, probably to
5030 * indicate it's a software implementation. */
5031 if (gl_info->limits.arb_vs_native_constants < 96)
5032 vs_consts = gl_info->limits.arb_vs_float_constants;
5033 else
5034 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
5036 if (gl_info->supported[NV_VERTEX_PROGRAM3])
5038 vs_version = 3;
5039 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
5041 else if (vs_consts >= 256)
5043 /* Shader Model 2.0 requires at least 256 vertex shader constants */
5044 vs_version = 2;
5045 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5047 else
5049 vs_version = 1;
5050 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5052 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
5053 caps->vs_uniform_count = vs_consts;
5055 else
5057 caps->vs_version = 0;
5058 caps->vs_uniform_count = 0;
5061 caps->gs_version = 0;
5063 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5065 DWORD ps_consts;
5066 UINT ps_version;
5068 /* Similar as above for vertex programs, but the minimum for fragment
5069 * programs is 24. */
5070 if (gl_info->limits.arb_ps_native_constants < 24)
5071 ps_consts = gl_info->limits.arb_ps_float_constants;
5072 else
5073 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5075 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5077 ps_version = 3;
5078 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5080 else if (ps_consts >= 32)
5082 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5083 ps_version = 2;
5084 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5086 else
5088 ps_version = 1;
5089 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5091 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
5092 caps->ps_uniform_count = ps_consts;
5093 caps->ps_1x_max_value = 8.0f;
5095 else
5097 caps->ps_version = 0;
5098 caps->ps_uniform_count = 0;
5099 caps->ps_1x_max_value = 0.0f;
5102 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
5103 if (use_nv_clip(gl_info))
5104 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
5107 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5109 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5111 TRACE("Checking support for color_fixup:\n");
5112 dump_color_fixup_desc(fixup);
5115 /* We support everything except complex conversions. */
5116 if (!is_complex_fixup(fixup))
5118 TRACE("[OK]\n");
5119 return TRUE;
5122 TRACE("[FAILED]\n");
5123 return FALSE;
5126 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5127 DWORD shift;
5128 char write_mask[20], regstr[50];
5129 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5130 BOOL is_color = FALSE;
5131 const struct wined3d_shader_dst_param *dst;
5133 if (!ins->dst_count) return;
5135 dst = &ins->dst[0];
5136 shift = dst->shift;
5137 if (!shift) return; /* Saturate alone is handled by the instructions */
5139 shader_arb_get_write_mask(ins, dst, write_mask);
5140 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5142 /* Generate a line that does the output modifier computation
5143 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5144 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5146 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5147 regstr, write_mask, regstr, shift_tab[shift]);
5150 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5152 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5153 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5154 /* WINED3DSIH_AND */ NULL,
5155 /* WINED3DSIH_BEM */ pshader_hw_bem,
5156 /* WINED3DSIH_BREAK */ shader_hw_break,
5157 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5158 /* WINED3DSIH_BREAKP */ NULL,
5159 /* WINED3DSIH_CALL */ shader_hw_call,
5160 /* WINED3DSIH_CALLNZ */ NULL,
5161 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5162 /* WINED3DSIH_CND */ pshader_hw_cnd,
5163 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5164 /* WINED3DSIH_CUT */ NULL,
5165 /* WINED3DSIH_DCL */ shader_hw_nop,
5166 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5167 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5168 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5169 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5170 /* WINED3DSIH_DEF */ shader_hw_nop,
5171 /* WINED3DSIH_DEFB */ shader_hw_nop,
5172 /* WINED3DSIH_DEFI */ shader_hw_nop,
5173 /* WINED3DSIH_DIV */ NULL,
5174 /* WINED3DSIH_DP2 */ NULL,
5175 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5176 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5177 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5178 /* WINED3DSIH_DST */ shader_hw_map2gl,
5179 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5180 /* WINED3DSIH_DSY */ shader_hw_dsy,
5181 /* WINED3DSIH_ELSE */ shader_hw_else,
5182 /* WINED3DSIH_EMIT */ NULL,
5183 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5184 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5185 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5186 /* WINED3DSIH_EQ */ NULL,
5187 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5188 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5189 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5190 /* WINED3DSIH_FTOI */ NULL,
5191 /* WINED3DSIH_GE */ NULL,
5192 /* WINED3DSIH_IADD */ NULL,
5193 /* WINED3DSIH_IEQ */ NULL,
5194 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5195 /* WINED3DSIH_IFC */ shader_hw_ifc,
5196 /* WINED3DSIH_IGE */ NULL,
5197 /* WINED3DSIH_IMUL */ NULL,
5198 /* WINED3DSIH_ISHL */ NULL,
5199 /* WINED3DSIH_ITOF */ NULL,
5200 /* WINED3DSIH_LABEL */ shader_hw_label,
5201 /* WINED3DSIH_LD */ NULL,
5202 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5203 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5204 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5205 /* WINED3DSIH_LOOP */ shader_hw_loop,
5206 /* WINED3DSIH_LRP */ shader_hw_lrp,
5207 /* WINED3DSIH_LT */ NULL,
5208 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5209 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5210 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5211 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5212 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5213 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5214 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5215 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5216 /* WINED3DSIH_MOV */ shader_hw_mov,
5217 /* WINED3DSIH_MOVA */ shader_hw_mov,
5218 /* WINED3DSIH_MOVC */ NULL,
5219 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5220 /* WINED3DSIH_NE */ NULL,
5221 /* WINED3DSIH_NOP */ shader_hw_nop,
5222 /* WINED3DSIH_NRM */ shader_hw_nrm,
5223 /* WINED3DSIH_OR */ NULL,
5224 /* WINED3DSIH_PHASE */ shader_hw_nop,
5225 /* WINED3DSIH_POW */ shader_hw_pow,
5226 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5227 /* WINED3DSIH_REP */ shader_hw_rep,
5228 /* WINED3DSIH_RET */ shader_hw_ret,
5229 /* WINED3DSIH_ROUND_NI */ NULL,
5230 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5231 /* WINED3DSIH_SAMPLE */ NULL,
5232 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5233 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5234 /* WINED3DSIH_SETP */ NULL,
5235 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5236 /* WINED3DSIH_SGN */ shader_hw_sgn,
5237 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5238 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5239 /* WINED3DSIH_SQRT */ NULL,
5240 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5241 /* WINED3DSIH_TEX */ pshader_hw_tex,
5242 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5243 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5244 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5245 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5246 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5247 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5248 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5249 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5250 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5251 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5252 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5253 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5254 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5255 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5256 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5257 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5258 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5259 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5260 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5261 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5262 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5263 /* WINED3DSIH_UDIV */ NULL,
5264 /* WINED3DSIH_UGE */ NULL,
5265 /* WINED3DSIH_USHR */ NULL,
5266 /* WINED3DSIH_UTOF */ NULL,
5267 /* WINED3DSIH_XOR */ NULL,
5270 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5271 const struct wined3d_shader *shader, DWORD idx)
5273 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5274 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5275 const struct wined3d_shader_lconst *constant;
5276 WORD bools = 0;
5277 WORD flag = (1 << idx);
5278 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5280 if (reg_maps->local_bool_consts & flag)
5282 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5283 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5285 if (constant->idx == idx)
5287 return constant->value[0];
5290 ERR("Local constant not found\n");
5291 return FALSE;
5293 else
5295 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5296 else bools = priv->cur_ps_args->bools;
5297 return bools & flag;
5301 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5302 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5304 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5305 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5307 /* Integer constants can either be a local constant, or they can be stored in the shader
5308 * type specific compile args. */
5309 if (reg_maps->local_int_consts & (1 << idx))
5311 const struct wined3d_shader_lconst *constant;
5313 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5315 if (constant->idx == idx)
5317 loop_control->count = constant->value[0];
5318 loop_control->start = constant->value[1];
5319 /* Step is signed. */
5320 loop_control->step = (int)constant->value[2];
5321 return;
5324 /* If this happens the flag was set incorrectly */
5325 ERR("Local constant not found\n");
5326 loop_control->count = 0;
5327 loop_control->start = 0;
5328 loop_control->step = 0;
5329 return;
5332 switch (reg_maps->shader_version.type)
5334 case WINED3D_SHADER_TYPE_VERTEX:
5335 /* Count and aL start value are unsigned */
5336 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5337 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5338 /* Step is signed. */
5339 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5340 break;
5342 case WINED3D_SHADER_TYPE_PIXEL:
5343 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5344 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5345 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5346 break;
5348 default:
5349 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5350 break;
5354 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5356 unsigned int i;
5357 struct wined3d_shader_dst_param *dst_param = NULL;
5358 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5359 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5360 if(!rec)
5362 ERR("Out of memory\n");
5363 return;
5366 rec->ins = *ins;
5367 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5368 if(!dst_param) goto free;
5369 *dst_param = *ins->dst;
5370 if (ins->dst->reg.idx[0].rel_addr)
5372 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5373 if (!rel_addr)
5374 goto free;
5375 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5376 dst_param->reg.idx[0].rel_addr = rel_addr;
5378 rec->ins.dst = dst_param;
5380 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5381 if (!src_param)
5382 goto free;
5383 for (i = 0; i < ins->src_count; ++i)
5385 src_param[i] = ins->src[i];
5386 if (ins->src[i].reg.idx[0].rel_addr)
5388 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5389 if (!rel_addr)
5390 goto free;
5391 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5392 src_param[i].reg.idx[0].rel_addr = rel_addr;
5395 rec->ins.src = src_param;
5396 list_add_tail(list, &rec->entry);
5397 return;
5399 free:
5400 ERR("Out of memory\n");
5401 if(dst_param)
5403 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5404 HeapFree(GetProcessHeap(), 0, dst_param);
5406 if(src_param)
5408 for(i = 0; i < ins->src_count; i++)
5410 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5412 HeapFree(GetProcessHeap(), 0, src_param);
5414 HeapFree(GetProcessHeap(), 0, rec);
5417 static void free_recorded_instruction(struct list *list)
5419 struct recorded_instruction *rec_ins, *entry2;
5420 unsigned int i;
5422 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5424 list_remove(&rec_ins->entry);
5425 if (rec_ins->ins.dst)
5427 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5428 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5430 if (rec_ins->ins.src)
5432 for (i = 0; i < rec_ins->ins.src_count; ++i)
5434 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5436 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5438 HeapFree(GetProcessHeap(), 0, rec_ins);
5442 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5444 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5445 struct control_frame *control_frame;
5447 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5449 struct list *e = list_head(&priv->control_frames);
5450 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5451 list_remove(&control_frame->entry);
5452 HeapFree(GetProcessHeap(), 0, control_frame);
5453 priv->loop_depth--;
5455 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5457 /* Non-ifc ENDIFs were already handled previously. */
5458 struct list *e = list_head(&priv->control_frames);
5459 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5460 list_remove(&control_frame->entry);
5461 HeapFree(GetProcessHeap(), 0, control_frame);
5465 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5466 SHADER_HANDLER hw_fct;
5467 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5468 const struct wined3d_shader *shader = ins->ctx->shader;
5469 struct control_frame *control_frame;
5470 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5471 BOOL bool_const;
5473 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5475 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5476 list_add_head(&priv->control_frames, &control_frame->entry);
5478 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5479 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5481 if(priv->target_version >= NV2)
5483 control_frame->no.loop = priv->num_loops++;
5484 priv->loop_depth++;
5486 else
5488 /* Don't bother recording when we're in a not used if branch */
5489 if(priv->muted)
5491 return;
5494 if(!priv->recording)
5496 list_init(&priv->record);
5497 priv->recording = TRUE;
5498 control_frame->outer_loop = TRUE;
5499 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5500 return; /* Instruction is handled */
5502 /* Record this loop in the outer loop's recording */
5505 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5507 if(priv->target_version >= NV2)
5509 /* Nothing to do. The control frame is popped after the HW instr handler */
5511 else
5513 struct list *e = list_head(&priv->control_frames);
5514 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5515 list_remove(&control_frame->entry);
5517 if(control_frame->outer_loop)
5519 unsigned int iteration;
5520 int aL = 0;
5521 struct list copy;
5523 /* Turn off recording before playback */
5524 priv->recording = FALSE;
5526 /* Move the recorded instructions to a separate list and get them out of the private data
5527 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5528 * be recorded again, thus priv->record might be overwritten
5530 list_init(&copy);
5531 list_move_tail(&copy, &priv->record);
5532 list_init(&priv->record);
5534 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5536 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5537 control_frame->loop_control.count, control_frame->loop_control.start,
5538 control_frame->loop_control.step);
5539 aL = control_frame->loop_control.start;
5541 else
5543 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5546 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5548 struct recorded_instruction *rec_ins;
5549 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5551 priv->aL = aL;
5552 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5554 else
5556 shader_addline(buffer, "#Iteration %u\n", iteration);
5559 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5561 shader_arb_handle_instruction(&rec_ins->ins);
5564 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5566 aL += control_frame->loop_control.step;
5569 shader_addline(buffer, "#end loop/rep\n");
5571 free_recorded_instruction(&copy);
5572 HeapFree(GetProcessHeap(), 0, control_frame);
5573 return; /* Instruction is handled */
5575 else
5577 /* This is a nested loop. Proceed to the normal recording function */
5578 HeapFree(GetProcessHeap(), 0, control_frame);
5583 if(priv->recording)
5585 record_instruction(&priv->record, ins);
5586 return;
5589 /* boolean if */
5590 if(ins->handler_idx == WINED3DSIH_IF)
5592 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5593 list_add_head(&priv->control_frames, &control_frame->entry);
5594 control_frame->type = IF;
5596 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5597 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5598 bool_const = !bool_const;
5599 if (!priv->muted && !bool_const)
5601 shader_addline(buffer, "#if(FALSE){\n");
5602 priv->muted = TRUE;
5603 control_frame->muting = TRUE;
5605 else shader_addline(buffer, "#if(TRUE) {\n");
5607 return; /* Instruction is handled */
5609 else if(ins->handler_idx == WINED3DSIH_IFC)
5611 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5612 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5613 control_frame->type = IFC;
5614 control_frame->no.ifc = priv->num_ifcs++;
5615 list_add_head(&priv->control_frames, &control_frame->entry);
5617 else if(ins->handler_idx == WINED3DSIH_ELSE)
5619 struct list *e = list_head(&priv->control_frames);
5620 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5622 if(control_frame->type == IF)
5624 shader_addline(buffer, "#} else {\n");
5625 if(!priv->muted && !control_frame->muting)
5627 priv->muted = TRUE;
5628 control_frame->muting = TRUE;
5630 else if(control_frame->muting) priv->muted = FALSE;
5631 return; /* Instruction is handled. */
5633 /* In case of an ifc, generate a HW shader instruction */
5634 if (control_frame->type != IFC)
5635 ERR("Control frame does not match.\n");
5637 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5639 struct list *e = list_head(&priv->control_frames);
5640 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5642 if(control_frame->type == IF)
5644 shader_addline(buffer, "#} endif\n");
5645 if(control_frame->muting) priv->muted = FALSE;
5646 list_remove(&control_frame->entry);
5647 HeapFree(GetProcessHeap(), 0, control_frame);
5648 return; /* Instruction is handled */
5650 /* In case of an ifc, generate a HW shader instruction */
5651 if (control_frame->type != IFC)
5652 ERR("Control frame does not match.\n");
5655 if(priv->muted)
5657 pop_control_frame(ins);
5658 return;
5661 /* Select handler */
5662 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5664 /* Unhandled opcode */
5665 if (!hw_fct)
5667 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5668 return;
5670 hw_fct(ins);
5672 pop_control_frame(ins);
5674 shader_arb_add_instruction_modifiers(ins);
5677 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5679 struct shader_arb_priv *priv = shader_priv;
5681 return priv->ffp_proj_control;
5684 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5686 shader_arb_handle_instruction,
5687 shader_arb_select,
5688 shader_arb_disable,
5689 shader_arb_select_depth_blt,
5690 shader_arb_deselect_depth_blt,
5691 shader_arb_update_float_vertex_constants,
5692 shader_arb_update_float_pixel_constants,
5693 shader_arb_load_constants,
5694 shader_arb_destroy,
5695 shader_arb_alloc,
5696 shader_arb_free,
5697 shader_arb_allocate_context_data,
5698 shader_arb_free_context_data,
5699 shader_arb_get_caps,
5700 shader_arb_color_fixup_supported,
5701 shader_arb_has_ffp_proj_control,
5704 /* ARB_fragment_program fixed function pipeline replacement definitions */
5705 #define ARB_FFP_CONST_TFACTOR 0
5706 #define ARB_FFP_CONST_COLOR_KEY ((ARB_FFP_CONST_TFACTOR) + 1)
5707 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY) + 1)
5708 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5709 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5710 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5712 struct arbfp_ffp_desc
5714 struct ffp_frag_desc parent;
5715 GLuint shader;
5718 /* Context activation is done by the caller. */
5719 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5721 if (enable)
5723 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5724 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5726 else
5728 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5729 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5733 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5735 struct shader_arb_priv *priv;
5737 /* Share private data between the shader backend and the pipeline
5738 * replacement, if both are the arb implementation. This is needed to
5739 * figure out whether ARBfp should be disabled if no pixel shader is bound
5740 * or not. */
5741 if (shader_backend == &arb_program_shader_backend)
5742 priv = shader_priv;
5743 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5744 return NULL;
5746 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5748 ERR("Failed to initialize rbtree.\n");
5749 if (priv != shader_priv)
5750 HeapFree(GetProcessHeap(), 0, priv);
5751 return NULL;
5753 priv->use_arbfp_fixed_func = TRUE;
5755 return priv;
5758 /* Context activation is done by the caller. */
5759 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5761 const struct wined3d_gl_info *gl_info = context;
5762 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5764 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5765 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5766 HeapFree(GetProcessHeap(), 0, entry_arb);
5769 /* Context activation is done by the caller. */
5770 static void arbfp_free(struct wined3d_device *device)
5772 struct shader_arb_priv *priv = device->fragment_priv;
5774 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5775 priv->use_arbfp_fixed_func = FALSE;
5777 if (device->shader_backend != &arb_program_shader_backend)
5779 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5783 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5785 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5786 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5787 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
5788 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5789 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5790 WINED3DTEXOPCAPS_SELECTARG1 |
5791 WINED3DTEXOPCAPS_SELECTARG2 |
5792 WINED3DTEXOPCAPS_MODULATE4X |
5793 WINED3DTEXOPCAPS_MODULATE2X |
5794 WINED3DTEXOPCAPS_MODULATE |
5795 WINED3DTEXOPCAPS_ADDSIGNED2X |
5796 WINED3DTEXOPCAPS_ADDSIGNED |
5797 WINED3DTEXOPCAPS_ADD |
5798 WINED3DTEXOPCAPS_SUBTRACT |
5799 WINED3DTEXOPCAPS_ADDSMOOTH |
5800 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5801 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5802 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5803 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5804 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5805 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5806 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5807 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5808 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5809 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5810 WINED3DTEXOPCAPS_MULTIPLYADD |
5811 WINED3DTEXOPCAPS_LERP |
5812 WINED3DTEXOPCAPS_BUMPENVMAP |
5813 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5815 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5817 caps->MaxTextureBlendStages = 8;
5818 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5821 static void state_texfactor_arbfp(struct wined3d_context *context,
5822 const struct wined3d_state *state, DWORD state_id)
5824 struct wined3d_device *device = context->swapchain->device;
5825 const struct wined3d_gl_info *gl_info = context->gl_info;
5826 float col[4];
5828 /* Don't load the parameter if we're using an arbfp pixel shader,
5829 * otherwise we'll overwrite application provided constants. */
5830 if (device->shader_backend == &arb_program_shader_backend)
5832 struct shader_arb_priv *priv;
5834 if (use_ps(state)) return;
5836 priv = device->shader_priv;
5837 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5838 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5841 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5842 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5843 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5846 static void state_arb_specularenable(struct wined3d_context *context,
5847 const struct wined3d_state *state, DWORD state_id)
5849 struct wined3d_device *device = context->swapchain->device;
5850 const struct wined3d_gl_info *gl_info = context->gl_info;
5851 float col[4];
5853 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5854 * application provided constants
5856 if (device->shader_backend == &arb_program_shader_backend)
5858 struct shader_arb_priv *priv;
5860 if (use_ps(state)) return;
5862 priv = device->shader_priv;
5863 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5864 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5867 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5869 /* The specular color has no alpha */
5870 col[0] = 1.0f; col[1] = 1.0f;
5871 col[2] = 1.0f; col[3] = 0.0f;
5872 } else {
5873 col[0] = 0.0f; col[1] = 0.0f;
5874 col[2] = 0.0f; col[3] = 0.0f;
5876 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5877 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5880 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5882 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5883 struct wined3d_device *device = context->swapchain->device;
5884 const struct wined3d_gl_info *gl_info = context->gl_info;
5885 float mat[2][2];
5887 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5889 if (device->shader_backend == &arb_program_shader_backend)
5891 struct shader_arb_priv *priv = device->shader_priv;
5893 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5894 if (use_ps(state))
5895 return;
5897 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5898 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5901 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5902 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5903 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5904 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5906 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5907 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5910 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5911 const struct wined3d_state *state, DWORD state_id)
5913 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5914 struct wined3d_device *device = context->swapchain->device;
5915 const struct wined3d_gl_info *gl_info = context->gl_info;
5916 float param[4];
5918 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5920 if (device->shader_backend == &arb_program_shader_backend)
5922 struct shader_arb_priv *priv = device->shader_priv;
5924 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5925 if (use_ps(state))
5926 return;
5928 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5929 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5932 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5933 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5934 param[2] = 0.0f;
5935 param[3] = 0.0f;
5937 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5938 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5941 static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5943 const struct wined3d_gl_info *gl_info = context->gl_info;
5944 int glParm;
5945 float ref;
5947 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5949 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
5951 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
5952 checkGLcall("glEnable GL_ALPHA_TEST");
5954 else
5956 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
5957 checkGLcall("glDisable GL_ALPHA_TEST");
5958 return;
5961 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
5962 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
5964 if (glParm)
5966 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
5967 checkGLcall("glAlphaFunc");
5971 static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5973 struct wined3d_device *device = context->swapchain->device;
5974 const struct wined3d_gl_info *gl_info = context->gl_info;
5975 struct wined3d_color float_key;
5976 const struct wined3d_texture *texture = state->textures[0];
5978 if (!texture)
5979 return;
5981 /* Don't load the parameter if we're using an arbfp pixel shader,
5982 * otherwise we'll overwrite application provided constants. */
5983 if (device->shader_backend == &arb_program_shader_backend)
5985 struct shader_arb_priv *priv;
5987 if (use_ps(state))
5988 return;
5990 priv = device->shader_priv;
5991 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY] = 1;
5992 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY + 1);
5995 wined3d_format_convert_color_to_float(texture->resource.format, NULL,
5996 texture->async.src_blt_color_key.color_space_high_value, &float_key);
5997 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY, &float_key.r));
5998 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY, &float_key.r)");
6001 static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
6003 const char *ret;
6005 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
6007 switch(arg & WINED3DTA_SELECTMASK) {
6008 case WINED3DTA_DIFFUSE:
6009 ret = "fragment.color.primary"; break;
6011 case WINED3DTA_CURRENT:
6012 if (!stage) ret = "fragment.color.primary";
6013 else ret = "ret";
6014 break;
6016 case WINED3DTA_TEXTURE:
6017 switch(stage) {
6018 case 0: ret = "tex0"; break;
6019 case 1: ret = "tex1"; break;
6020 case 2: ret = "tex2"; break;
6021 case 3: ret = "tex3"; break;
6022 case 4: ret = "tex4"; break;
6023 case 5: ret = "tex5"; break;
6024 case 6: ret = "tex6"; break;
6025 case 7: ret = "tex7"; break;
6026 default: ret = "unknown texture";
6028 break;
6030 case WINED3DTA_TFACTOR:
6031 ret = "tfactor"; break;
6033 case WINED3DTA_SPECULAR:
6034 ret = "fragment.color.secondary"; break;
6036 case WINED3DTA_TEMP:
6037 ret = "tempreg"; break;
6039 case WINED3DTA_CONSTANT:
6040 FIXME("Implement perstage constants\n");
6041 switch(stage) {
6042 case 0: ret = "const0"; break;
6043 case 1: ret = "const1"; break;
6044 case 2: ret = "const2"; break;
6045 case 3: ret = "const3"; break;
6046 case 4: ret = "const4"; break;
6047 case 5: ret = "const5"; break;
6048 case 6: ret = "const6"; break;
6049 case 7: ret = "const7"; break;
6050 default: ret = "unknown constant";
6052 break;
6054 default:
6055 return "unknown";
6058 if(arg & WINED3DTA_COMPLEMENT) {
6059 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6060 if(argnum == 0) ret = "arg0";
6061 if(argnum == 1) ret = "arg1";
6062 if(argnum == 2) ret = "arg2";
6064 if(arg & WINED3DTA_ALPHAREPLICATE) {
6065 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6066 if(argnum == 0) ret = "arg0";
6067 if(argnum == 1) ret = "arg1";
6068 if(argnum == 2) ret = "arg2";
6070 return ret;
6073 static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6074 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6076 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6077 unsigned int mul = 1;
6079 if(color && alpha) dstmask = "";
6080 else if(color) dstmask = ".xyz";
6081 else dstmask = ".w";
6083 if(dst == tempreg) dstreg = "tempreg";
6084 else dstreg = "ret";
6086 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6087 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6088 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6090 switch (op)
6092 case WINED3D_TOP_DISABLE:
6093 if (!stage)
6094 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
6095 break;
6097 case WINED3D_TOP_SELECT_ARG2:
6098 arg1 = arg2;
6099 /* FALLTHROUGH */
6100 case WINED3D_TOP_SELECT_ARG1:
6101 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6102 break;
6104 case WINED3D_TOP_MODULATE_4X:
6105 mul = 2;
6106 /* FALLTHROUGH */
6107 case WINED3D_TOP_MODULATE_2X:
6108 mul *= 2;
6109 /* FALLTHROUGH */
6110 case WINED3D_TOP_MODULATE:
6111 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6112 break;
6114 case WINED3D_TOP_ADD_SIGNED_2X:
6115 mul = 2;
6116 /* FALLTHROUGH */
6117 case WINED3D_TOP_ADD_SIGNED:
6118 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6119 arg2 = "arg2";
6120 /* FALLTHROUGH */
6121 case WINED3D_TOP_ADD:
6122 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6123 break;
6125 case WINED3D_TOP_SUBTRACT:
6126 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6127 break;
6129 case WINED3D_TOP_ADD_SMOOTH:
6130 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6131 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6132 break;
6134 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6135 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6136 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6137 break;
6138 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6139 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6140 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6141 break;
6142 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6143 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6144 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6145 break;
6146 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6147 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6148 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6149 break;
6151 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6152 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6153 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6154 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6155 break;
6157 /* D3DTOP_PREMODULATE ???? */
6159 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6160 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6161 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6162 break;
6163 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6164 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6165 break;
6166 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6167 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6168 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6169 break;
6170 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6171 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6172 break;
6174 case WINED3D_TOP_DOTPRODUCT3:
6175 mul = 4;
6176 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6177 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6178 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6179 break;
6181 case WINED3D_TOP_MULTIPLY_ADD:
6182 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6183 break;
6185 case WINED3D_TOP_LERP:
6186 /* The msdn is not quite right here */
6187 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6188 break;
6190 case WINED3D_TOP_BUMPENVMAP:
6191 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6192 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6193 break;
6195 default:
6196 FIXME("Unhandled texture op %08x\n", op);
6199 if (mul == 2)
6200 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6201 else if (mul == 4)
6202 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6205 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
6207 switch(type)
6209 case WINED3D_GL_RES_TYPE_TEX_1D:
6210 return "1D";
6211 case WINED3D_GL_RES_TYPE_TEX_2D:
6212 return "2D";
6213 case WINED3D_GL_RES_TYPE_TEX_3D:
6214 return "3D";
6215 case WINED3D_GL_RES_TYPE_TEX_CUBE:
6216 return "CUBE";
6217 case WINED3D_GL_RES_TYPE_TEX_RECT:
6218 return "RECT";
6219 default:
6220 return "unexpected_resource_type";
6224 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6226 unsigned int stage;
6227 struct wined3d_string_buffer buffer;
6228 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6229 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6230 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6231 UINT lowest_disabled_stage;
6232 const char *textype;
6233 const char *instr;
6234 char colorcor_dst[8];
6235 GLuint ret;
6236 DWORD arg0, arg1, arg2;
6237 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6238 BOOL op_equal;
6239 const char *final_combiner_src = "ret";
6240 BOOL custom_linear_fog = FALSE;
6242 if (!string_buffer_init(&buffer))
6244 ERR("Failed to initialize shader buffer.\n");
6245 return 0;
6248 shader_addline(&buffer, "!!ARBfp1.0\n");
6250 if (settings->color_key_enabled)
6252 shader_addline(&buffer, "PARAM color_key = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY);
6253 tex_read[0] = TRUE;
6256 /* Find out which textures are read */
6257 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6259 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6260 break;
6261 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6262 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6263 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6264 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6265 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6266 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6268 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6269 tex_read[stage] = TRUE;
6270 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6271 tex_read[stage] = TRUE;
6272 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6274 bump_used[stage] = TRUE;
6275 tex_read[stage] = TRUE;
6277 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6279 bump_used[stage] = TRUE;
6280 tex_read[stage] = TRUE;
6281 luminance_used[stage] = TRUE;
6283 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6285 tfactor_used = TRUE;
6288 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6289 tfactor_used = TRUE;
6292 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6293 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6294 tempreg_used = TRUE;
6297 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6298 continue;
6299 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6300 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6301 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6302 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6303 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6304 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6306 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6307 tempreg_used = TRUE;
6309 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6310 tfactor_used = TRUE;
6313 lowest_disabled_stage = stage;
6315 switch (settings->fog)
6317 case WINED3D_FFP_PS_FOG_OFF: break;
6318 case WINED3D_FFP_PS_FOG_LINEAR:
6319 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6321 custom_linear_fog = TRUE;
6322 break;
6324 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6325 break;
6327 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6328 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6329 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6332 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6333 shader_addline(&buffer, "TEMP TMP;\n");
6334 shader_addline(&buffer, "TEMP ret;\n");
6335 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6336 shader_addline(&buffer, "TEMP arg0;\n");
6337 shader_addline(&buffer, "TEMP arg1;\n");
6338 shader_addline(&buffer, "TEMP arg2;\n");
6339 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6340 if(!tex_read[stage]) continue;
6341 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6342 if(!bump_used[stage]) continue;
6343 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6344 if(!luminance_used[stage]) continue;
6345 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6347 if(tfactor_used) {
6348 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6350 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6352 if (settings->sRGB_write)
6354 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6355 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
6356 shader_addline(&buffer, ";\n");
6357 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6358 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
6359 shader_addline(&buffer, ";\n");
6362 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6363 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6365 if (tempreg_used || settings->sRGB_write)
6366 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6368 /* Generate texture sampling instructions) */
6369 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6371 if (!tex_read[stage])
6372 continue;
6374 textype = arbfp_texture_target(settings->op[stage].tex_type);
6376 if(settings->op[stage].projected == proj_none) {
6377 instr = "TEX";
6378 } else if(settings->op[stage].projected == proj_count4 ||
6379 settings->op[stage].projected == proj_count3) {
6380 instr = "TXP";
6381 } else {
6382 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6383 instr = "TXP";
6386 if (stage > 0
6387 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6388 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6390 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6391 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6392 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6393 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6395 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6396 * so multiply the displacement with the dividing parameter before passing it to TXP
6398 if (settings->op[stage].projected != proj_none) {
6399 if(settings->op[stage].projected == proj_count4) {
6400 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6401 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6402 } else {
6403 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6404 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6406 } else {
6407 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6410 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6411 instr, stage, stage, textype);
6412 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6414 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6415 stage - 1, stage - 1, stage - 1);
6416 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6418 } else if(settings->op[stage].projected == proj_count3) {
6419 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6420 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6421 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6422 instr, stage, stage, textype);
6423 } else {
6424 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6425 instr, stage, stage, stage, textype);
6428 sprintf(colorcor_dst, "tex%u", stage);
6429 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6430 settings->op[stage].color_fixup);
6433 if (settings->color_key_enabled)
6435 shader_addline(&buffer, "SUB TMP, tex0, color_key;\n");
6436 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n");
6437 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n");
6438 shader_addline(&buffer, "KIL -TMP;\n");
6441 /* Generate the main shader */
6442 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6444 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6446 if (!stage)
6447 final_combiner_src = "fragment.color.primary";
6448 break;
6451 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6452 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6453 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6454 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6455 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6456 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6457 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6458 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6459 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6460 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6461 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6462 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6463 else
6464 op_equal = settings->op[stage].aop == settings->op[stage].cop
6465 && settings->op[stage].carg0 == settings->op[stage].aarg0
6466 && settings->op[stage].carg1 == settings->op[stage].aarg1
6467 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6469 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6471 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6472 settings->op[stage].cop, settings->op[stage].carg0,
6473 settings->op[stage].carg1, settings->op[stage].carg2);
6474 if (!stage)
6475 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6477 else if (op_equal)
6479 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6480 settings->op[stage].cop, settings->op[stage].carg0,
6481 settings->op[stage].carg1, settings->op[stage].carg2);
6482 } else {
6483 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6484 settings->op[stage].cop, settings->op[stage].carg0,
6485 settings->op[stage].carg1, settings->op[stage].carg2);
6486 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6487 settings->op[stage].aop, settings->op[stage].aarg0,
6488 settings->op[stage].aarg1, settings->op[stage].aarg2);
6492 if (settings->sRGB_write || custom_linear_fog)
6494 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6495 if (settings->sRGB_write)
6496 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6497 if (custom_linear_fog)
6498 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6499 shader_addline(&buffer, "MOV result.color, ret;\n");
6501 else
6503 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n",
6504 final_combiner_src);
6507 /* Footer */
6508 shader_addline(&buffer, "END\n");
6510 /* Generate the shader */
6511 GL_EXTCALL(glGenProgramsARB(1, &ret));
6512 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6513 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
6515 string_buffer_free(&buffer);
6516 return ret;
6519 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6521 const struct wined3d_device *device = context->swapchain->device;
6522 const struct wined3d_gl_info *gl_info = context->gl_info;
6523 struct shader_arb_priv *priv = device->fragment_priv;
6524 BOOL use_pshader = use_ps(state);
6525 struct ffp_frag_settings settings;
6526 const struct arbfp_ffp_desc *desc;
6527 unsigned int i;
6529 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6531 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6533 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6535 /* Reload fixed function constants since they collide with the
6536 * pixel shader constants. */
6537 for (i = 0; i < MAX_TEXTURES; ++i)
6539 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6541 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6542 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6543 color_key_arbfp(context, state, STATE_COLOR_KEY);
6545 else if (use_pshader)
6547 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
6549 return;
6552 if (!use_pshader)
6554 /* Find or create a shader implementing the fixed function pipeline
6555 * settings, then activate it. */
6556 gen_ffp_frag_op(context, state, &settings, FALSE);
6557 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6558 if(!desc) {
6559 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6560 if (!new_desc)
6562 ERR("Out of memory\n");
6563 return;
6566 new_desc->parent.settings = settings;
6567 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6568 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6569 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6570 desc = new_desc;
6573 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6574 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6575 * deactivate it.
6577 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6578 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6579 priv->current_fprogram_id = desc->shader;
6581 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6583 /* Reload fixed function constants since they collide with the
6584 * pixel shader constants. */
6585 for (i = 0; i < MAX_TEXTURES; ++i)
6587 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6589 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6590 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6592 context->last_was_pshader = FALSE;
6594 else if (!context->last_was_pshader)
6596 if (device->shader_backend == &arb_program_shader_backend)
6597 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6598 context->last_was_pshader = TRUE;
6601 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
6604 /* We can't link the fog states to the fragment state directly since the
6605 * vertex pipeline links them to FOGENABLE. A different linking in different
6606 * pipeline parts can't be expressed in the combined state table, so we need
6607 * to handle that with a forwarding function. The other invisible side effect
6608 * is that changing the fog start and fog end (which links to FOGENABLE in
6609 * vertex) results in the fragment_prog_arbfp function being called because
6610 * FOGENABLE is dirty, which calls this function here. */
6611 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6613 enum fogsource new_source;
6614 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6615 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6617 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6619 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6620 fragment_prog_arbfp(context, state, state_id);
6622 if (!state->render_states[WINED3D_RS_FOGENABLE])
6623 return;
6625 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6627 if (use_vs(state))
6629 new_source = FOGSOURCE_VS;
6631 else
6633 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6634 new_source = FOGSOURCE_COORD;
6635 else
6636 new_source = FOGSOURCE_FFP;
6639 else
6641 new_source = FOGSOURCE_FFP;
6644 if (new_source != context->fog_source || fogstart == fogend)
6646 context->fog_source = new_source;
6647 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6651 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6653 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6654 fragment_prog_arbfp(context, state, state_id);
6657 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6659 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6660 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6661 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6662 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6663 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6664 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6665 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6666 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6667 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6668 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6669 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6670 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6671 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6672 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6673 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6674 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6675 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6676 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6677 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6678 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6679 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6680 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6681 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6682 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6683 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6684 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6685 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6686 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6687 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6688 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6689 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6690 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6691 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6692 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6693 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6694 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6695 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6696 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6697 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6698 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6699 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6700 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6701 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6702 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6703 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6704 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6728 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6729 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6730 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6732 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6733 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6734 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6735 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6736 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6737 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6739 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6740 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6741 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6742 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6743 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6744 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6745 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6746 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6747 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6748 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6749 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6750 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6751 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6752 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6753 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6754 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6755 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6756 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6757 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6758 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6759 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6760 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6761 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6762 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6763 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6764 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6765 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6766 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6767 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6768 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6769 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6770 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6771 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6772 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6773 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6774 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6775 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6776 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6777 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6778 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6779 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6780 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6781 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6782 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6783 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
6784 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6785 {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
6786 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6787 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6788 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6789 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6790 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6791 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6792 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6793 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6794 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6795 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6796 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6797 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6798 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6799 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6800 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6801 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6802 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6803 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6804 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6807 static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
6809 return TRUE;
6812 static void arbfp_free_context_data(struct wined3d_context *context)
6816 const struct fragment_pipeline arbfp_fragment_pipeline = {
6817 arbfp_enable,
6818 arbfp_get_caps,
6819 arbfp_alloc,
6820 arbfp_free,
6821 arbfp_alloc_context_data,
6822 arbfp_free_context_data,
6823 shader_arb_color_fixup_supported,
6824 arbfp_fragmentstate_template,
6827 struct arbfp_blit_type
6829 enum complex_fixup fixup : 4;
6830 enum wined3d_gl_resource_type res_type : 3;
6831 DWORD use_color_key : 1;
6832 DWORD padding : 24;
6835 struct arbfp_blit_desc
6837 GLenum shader;
6838 struct arbfp_blit_type type;
6839 struct wine_rb_entry entry;
6842 #define ARBFP_BLIT_PARAM_SIZE 0
6843 #define ARBFP_BLIT_PARAM_COLOR_KEY 1
6845 struct arbfp_blit_priv
6847 struct wine_rb_tree shaders;
6848 GLuint palette_texture;
6851 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6853 const struct arbfp_blit_type *ka = key;
6854 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6856 return memcmp(ka, kb, sizeof(*ka));
6859 /* Context activation is done by the caller. */
6860 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *context)
6862 const struct wined3d_gl_info *gl_info = context;
6863 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6865 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6866 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6867 HeapFree(GetProcessHeap(), 0, entry_arb);
6870 static const struct wine_rb_functions wined3d_arbfp_blit_rb_functions =
6872 wined3d_rb_alloc,
6873 wined3d_rb_realloc,
6874 wined3d_rb_free,
6875 arbfp_blit_type_compare,
6878 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6880 struct arbfp_blit_priv *priv;
6882 if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
6883 return E_OUTOFMEMORY;
6885 if (wine_rb_init(&priv->shaders, &wined3d_arbfp_blit_rb_functions) == -1)
6887 ERR("Failed to initialize rbtree.\n");
6888 HeapFree(GetProcessHeap(), 0, priv);
6889 return E_OUTOFMEMORY;
6892 device->blit_priv = priv;
6894 return WINED3D_OK;
6897 /* Context activation is done by the caller. */
6898 static void arbfp_blit_free(struct wined3d_device *device)
6900 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6901 struct arbfp_blit_priv *priv = device->blit_priv;
6903 wine_rb_destroy(&priv->shaders, arbfp_free_blit_shader, &device->adapter->gl_info);
6904 checkGLcall("Delete blit programs");
6906 if (priv->palette_texture)
6907 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6909 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6910 device->blit_priv = NULL;
6913 static BOOL gen_planar_yuv_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
6914 char *luminance)
6916 char chroma;
6917 const char *tex, *texinstr = "TXP";
6919 if (type->fixup == COMPLEX_FIXUP_UYVY)
6921 chroma = 'x';
6922 *luminance = 'w';
6924 else
6926 chroma = 'w';
6927 *luminance = 'x';
6930 tex = arbfp_texture_target(type->res_type);
6931 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
6932 texinstr = "TEX";
6934 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6935 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6936 * filtering when we sample the texture.
6938 * These are the rules for reading the chroma:
6940 * Even pixel: Cr
6941 * Even pixel: U
6942 * Odd pixel: V
6944 * So we have to get the sampling x position in non-normalized coordinates in integers
6946 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
6948 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6949 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6951 else
6953 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6955 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6956 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6957 * 0.5, so add 0.5.
6959 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6960 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6962 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6963 * even and odd pixels respectively
6965 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6966 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6968 /* Sample Pixel 1 */
6969 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6971 /* Put the value into either of the chroma values */
6972 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6973 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6974 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6975 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6977 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6978 * the pixel right to the current one. Otherwise, sample the left pixel.
6979 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6981 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6982 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6983 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6985 /* Put the value into the other chroma */
6986 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6987 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6988 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6989 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6991 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6992 * the current one and lerp the two U and V values
6995 /* This gives the correctly filtered luminance value */
6996 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6998 return TRUE;
7001 static BOOL gen_yv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7002 char *luminance)
7004 const char *tex;
7005 static const float yv12_coef[]
7006 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7008 tex = arbfp_texture_target(type->res_type);
7010 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7011 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7012 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7013 * pitch of the luminance plane, the packing into the gl texture is a bit
7014 * unfortunate. If the whole texture is interpreted as luminance data it looks
7015 * approximately like this:
7017 * +----------------------------------+----
7018 * | |
7019 * | |
7020 * | |
7021 * | |
7022 * | | 2
7023 * | LUMINANCE | -
7024 * | | 3
7025 * | |
7026 * | |
7027 * | |
7028 * | |
7029 * +----------------+-----------------+----
7030 * | | |
7031 * | V even rows | V odd rows |
7032 * | | | 1
7033 * +----------------+------------------ -
7034 * | | | 3
7035 * | U even rows | U odd rows |
7036 * | | |
7037 * +----------------+-----------------+----
7038 * | | |
7039 * | 0.5 | 0.5 |
7041 * So it appears as if there are 4 chroma images, but in fact the odd rows
7042 * in the chroma images are in the same row as the even ones. So its is
7043 * kinda tricky to read
7045 * When reading from rectangle textures, keep in mind that the input y coordinates
7046 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7048 shader_addline(buffer, "PARAM yv12_coef = ");
7049 shader_arb_append_imm_vec4(buffer, yv12_coef);
7050 shader_addline(buffer, ";\n");
7052 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7053 /* the chroma planes have only half the width */
7054 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7056 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7057 * the coordinate. Also read the right side of the image when reading odd lines
7059 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7060 * bleeding
7062 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7065 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7067 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7069 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7070 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7072 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7073 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7074 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7075 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7076 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7078 /* clamp, keep the half pixel origin in mind */
7079 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7080 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7081 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7082 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7084 else
7086 /* Read from [size - size+size/4] */
7087 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7088 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7090 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7091 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7092 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7093 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7094 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7095 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7097 /* Make sure to read exactly from the pixel center */
7098 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7099 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7101 /* Clamp */
7102 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7103 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7104 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7105 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7106 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7108 /* Read the texture, put the result into the output register */
7109 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7110 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7112 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7113 * No need to clamp because we're just reusing the already clamped value from above
7115 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7116 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7117 else
7118 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7119 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7120 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7122 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7123 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7124 * values due to filtering
7126 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7127 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7129 /* Multiply the y coordinate by 2/3 and clamp it */
7130 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7131 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7132 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7133 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7135 else
7137 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7138 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7139 * is bigger
7141 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7142 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7143 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7145 *luminance = 'a';
7147 return TRUE;
7150 static BOOL gen_nv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7151 char *luminance)
7153 const char *tex;
7154 static const float nv12_coef[]
7155 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7157 tex = arbfp_texture_target(type->res_type);
7159 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7160 * sized plane where each component is an UV pair. So the effective
7161 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7162 * data it looks approximately like this:
7164 * +----------------------------------+----
7165 * | |
7166 * | |
7167 * | |
7168 * | |
7169 * | | 2
7170 * | LUMINANCE | -
7171 * | | 3
7172 * | |
7173 * | |
7174 * | |
7175 * | |
7176 * +----------------------------------+----
7177 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7178 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7179 * | | 1
7180 * | | -
7181 * | | 3
7182 * | |
7183 * | |
7184 * +----------------------------------+----
7186 * When reading from rectangle textures, keep in mind that the input y coordinates
7187 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7189 shader_addline(buffer, "PARAM nv12_coef = ");
7190 shader_arb_append_imm_vec4(buffer, nv12_coef);
7191 shader_addline(buffer, ";\n");
7193 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7194 /* We only have half the number of chroma pixels. */
7195 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7197 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7199 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7200 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7202 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7204 /* We must not allow filtering horizontally, this would mix U and V.
7205 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7206 * 0.5, so add 0.5. */
7208 /* Convert to non-normalized coordinates so we can find the
7209 * individual pixel. */
7210 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7211 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7212 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7213 * add 0.5 to hit the center of the pixel. */
7214 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7216 /* Convert back to normalized coordinates. */
7217 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7219 /* Clamp, keep the half pixel origin in mind. */
7220 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7221 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7222 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7223 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7225 else
7227 /* Read from [size - size+size/2] */
7228 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7230 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7231 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7232 * add 0.5 to hit the center of the pixel. */
7233 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7235 /* Clamp */
7236 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7237 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7238 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7239 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7240 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7242 /* Read the texture, put the result into the output register. */
7243 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7244 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7246 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7248 /* Add 1/size.x */
7249 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7251 else
7253 /* Add 1 */
7254 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7256 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7257 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7259 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7260 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7261 * values due to filtering. */
7262 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7263 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7265 /* Multiply the y coordinate by 2/3 and clamp it */
7266 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7267 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7268 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7269 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7271 else
7273 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7274 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7275 * is bigger
7277 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7278 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7279 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7281 *luminance = 'a';
7283 return TRUE;
7286 /* Context activation is done by the caller. */
7287 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
7288 const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7290 GLenum shader;
7291 struct wined3d_string_buffer buffer;
7292 const char *tex_target = arbfp_texture_target(type->res_type);
7294 /* This should not happen because we only use this conversion for
7295 * present blits which don't use color keying. */
7296 if (type->use_color_key)
7297 FIXME("Implement P8 color keying.\n");
7299 /* Shader header */
7300 if (!string_buffer_init(&buffer))
7302 ERR("Failed to initialize shader buffer.\n");
7303 return 0;
7306 GL_EXTCALL(glGenProgramsARB(1, &shader));
7307 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7308 if (!shader)
7310 string_buffer_free(&buffer);
7311 return 0;
7314 shader_addline(&buffer, "!!ARBfp1.0\n");
7315 shader_addline(&buffer, "TEMP index;\n");
7317 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7318 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7320 /* The alpha-component contains the palette index */
7321 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7323 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7324 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7326 /* Use the alpha-component as an index in the palette to get the final color */
7327 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7328 shader_addline(&buffer, "END\n");
7330 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7332 string_buffer_free(&buffer);
7334 return shader;
7337 /* Context activation is done by the caller. */
7338 static void upload_palette(const struct wined3d_texture *texture, struct wined3d_context *context)
7340 const struct wined3d_palette *palette = texture->swapchain ? texture->swapchain->palette : NULL;
7341 struct wined3d_device *device = texture->resource.device;
7342 const struct wined3d_gl_info *gl_info = context->gl_info;
7343 struct arbfp_blit_priv *priv = device->blit_priv;
7345 if (!priv->palette_texture)
7346 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7348 GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
7349 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7351 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7353 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7354 /* Make sure we have discrete color levels. */
7355 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7356 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7357 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7358 if (palette)
7360 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7361 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7363 else
7365 static const DWORD black;
7366 FIXME("P8 surface loaded without a palette.\n");
7367 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7368 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7371 /* Switch back to unit 0 in which the 2D texture will be stored. */
7372 context_active_texture(context, gl_info, 0);
7375 /* Context activation is done by the caller. */
7376 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7377 const struct arbfp_blit_type *type)
7379 GLenum shader;
7380 struct wined3d_string_buffer buffer;
7381 char luminance_component;
7383 if (type->use_color_key)
7384 FIXME("Implement YUV color keying.\n");
7386 /* Shader header */
7387 if (!string_buffer_init(&buffer))
7389 ERR("Failed to initialize shader buffer.\n");
7390 return 0;
7393 GL_EXTCALL(glGenProgramsARB(1, &shader));
7394 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7395 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7396 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7397 if (!shader)
7399 string_buffer_free(&buffer);
7400 return 0;
7403 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7404 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7405 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7406 * each single pixel it contains, and one U and one V value shared between both
7407 * pixels.
7409 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7410 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7411 * take the format into account when generating the read swizzles
7413 * Reading the Y value is straightforward - just sample the texture. The hardware
7414 * takes care of filtering in the horizontal and vertical direction.
7416 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7417 * because that would mix the U and V values of one pixel or two adjacent pixels.
7418 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7419 * regardless of the filtering setting. Vertical filtering works automatically
7420 * though - the U and V values of two rows are mixed nicely.
7422 * Apart of avoiding filtering issues, the code has to know which value it just
7423 * read, and where it can find the other one. To determine this, it checks if
7424 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7426 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7427 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7429 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7430 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7431 * in an unfiltered situation. Finding the luminance on the other hand requires
7432 * finding out if it is an odd or even pixel. The real drawback of this approach
7433 * is filtering. This would have to be emulated completely in the shader, reading
7434 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7435 * vertically. Beyond that it would require adjustments to the texture handling
7436 * code to deal with the width scaling
7438 shader_addline(&buffer, "!!ARBfp1.0\n");
7439 shader_addline(&buffer, "TEMP luminance;\n");
7440 shader_addline(&buffer, "TEMP temp;\n");
7441 shader_addline(&buffer, "TEMP chroma;\n");
7442 shader_addline(&buffer, "TEMP texcrd;\n");
7443 shader_addline(&buffer, "TEMP texcrd2;\n");
7444 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7445 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7446 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7448 switch (type->fixup)
7450 case COMPLEX_FIXUP_UYVY:
7451 case COMPLEX_FIXUP_YUY2:
7452 if (!gen_planar_yuv_read(&buffer, type, &luminance_component))
7454 string_buffer_free(&buffer);
7455 return 0;
7457 break;
7459 case COMPLEX_FIXUP_YV12:
7460 if (!gen_yv12_read(&buffer, type, &luminance_component))
7462 string_buffer_free(&buffer);
7463 return 0;
7465 break;
7467 case COMPLEX_FIXUP_NV12:
7468 if (!gen_nv12_read(&buffer, type, &luminance_component))
7470 string_buffer_free(&buffer);
7471 return 0;
7473 break;
7475 default:
7476 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7477 string_buffer_free(&buffer);
7478 return 0;
7481 /* Calculate the final result. Formula is taken from
7482 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7483 * ranges from -0.5 to 0.5
7485 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7487 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7488 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7489 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7490 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7491 shader_addline(&buffer, "END\n");
7493 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7495 string_buffer_free(&buffer);
7497 return shader;
7500 /* Context activation is done by the caller. */
7501 static GLuint arbfp_gen_plain_shader(struct arbfp_blit_priv *priv,
7502 const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7504 GLenum shader;
7505 struct wined3d_string_buffer buffer;
7506 const char *tex_target = arbfp_texture_target(type->res_type);
7508 /* Shader header */
7509 if (!string_buffer_init(&buffer))
7511 ERR("Failed to initialize shader buffer.\n");
7512 return 0;
7515 GL_EXTCALL(glGenProgramsARB(1, &shader));
7516 if (!shader)
7518 string_buffer_free(&buffer);
7519 return 0;
7521 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7523 shader_addline(&buffer, "!!ARBfp1.0\n");
7525 if (type->use_color_key)
7527 shader_addline(&buffer, "TEMP color;\n");
7528 shader_addline(&buffer, "TEMP compare;\n");
7529 shader_addline(&buffer, "PARAM color_key = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY);
7530 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7531 shader_addline(&buffer, "SUB compare, color, color_key;\n");
7532 shader_addline(&buffer, "DP4 compare.r, compare, compare;\n");
7533 shader_addline(&buffer, "SGE compare, -compare.r, 0.0;\n");
7534 shader_addline(&buffer, "KIL -compare;\n");
7535 shader_addline(&buffer, "MOV result.color, color;\n");
7537 else
7539 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7542 shader_addline(&buffer, "END\n");
7544 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7546 string_buffer_free(&buffer);
7548 return shader;
7551 /* Context activation is done by the caller. */
7552 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
7553 const struct wined3d_color_key *color_key)
7555 GLenum shader;
7556 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7557 struct arbfp_blit_priv *priv = blit_priv;
7558 enum complex_fixup fixup;
7559 const struct wined3d_gl_info *gl_info = context->gl_info;
7560 GLenum gl_texture_type = surface->container->target;
7561 struct wine_rb_entry *entry;
7562 struct arbfp_blit_type type;
7563 struct arbfp_blit_desc *desc;
7564 struct wined3d_color float_color_key;
7566 if (is_complex_fixup(surface->resource.format->color_fixup))
7567 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7568 else
7569 fixup = COMPLEX_FIXUP_NONE;
7571 switch (gl_texture_type)
7573 case GL_TEXTURE_1D:
7574 type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
7575 break;
7577 case GL_TEXTURE_2D:
7578 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7579 break;
7581 case GL_TEXTURE_3D:
7582 type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
7583 break;
7585 case GL_TEXTURE_CUBE_MAP_ARB:
7586 type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
7587 break;
7589 case GL_TEXTURE_RECTANGLE_ARB:
7590 type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
7591 break;
7593 default:
7594 ERR("Unexpected GL texture type %x.\n", gl_texture_type);
7595 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7597 type.fixup = fixup;
7598 type.use_color_key = !!color_key;
7599 type.padding = 0;
7601 entry = wine_rb_get(&priv->shaders, &type);
7602 if (entry)
7604 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7605 shader = desc->shader;
7607 else
7609 switch (fixup)
7611 case COMPLEX_FIXUP_NONE:
7612 if (!is_identity_fixup(surface->resource.format->color_fixup))
7613 FIXME("Implement support for sign or swizzle fixups.\n");
7614 shader = arbfp_gen_plain_shader(priv, gl_info, &type);
7615 break;
7617 case COMPLEX_FIXUP_P8:
7618 shader = gen_p8_shader(priv, gl_info, &type);
7619 break;
7621 case COMPLEX_FIXUP_YUY2:
7622 case COMPLEX_FIXUP_UYVY:
7623 case COMPLEX_FIXUP_YV12:
7624 case COMPLEX_FIXUP_NV12:
7625 shader = gen_yuv_shader(priv, gl_info, &type);
7626 break;
7629 if (!shader)
7631 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7632 return E_NOTIMPL;
7635 desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
7636 if (!desc)
7637 goto err_out;
7639 desc->type = type;
7640 desc->shader = shader;
7641 if (wine_rb_put(&priv->shaders, &desc->type, &desc->entry) == -1)
7643 err_out:
7644 ERR("Out of memory\n");
7645 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7646 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7647 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7648 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7649 HeapFree(GetProcessHeap(), 0, desc);
7650 return E_OUTOFMEMORY;
7654 if (fixup == COMPLEX_FIXUP_P8)
7655 upload_palette(surface->container, context);
7657 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7658 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7659 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7660 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7661 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, size));
7662 checkGLcall("glProgramLocalParameter4fvARB");
7663 if (type.use_color_key)
7665 wined3d_format_convert_color_to_float(surface->resource.format, NULL,
7666 surface->container->async.src_blt_color_key.color_space_high_value, &float_color_key);
7667 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7668 ARBFP_BLIT_PARAM_COLOR_KEY, &float_color_key.r));
7669 checkGLcall("glProgramLocalParameter4fvARB");
7672 return WINED3D_OK;
7675 /* Context activation is done by the caller. */
7676 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7678 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7679 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7682 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info,
7683 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
7684 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7685 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7687 enum complex_fixup src_fixup;
7689 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7690 return FALSE;
7692 switch (blit_op)
7694 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
7695 if (!d3d_info->shader_color_key)
7697 /* The conversion modifies the alpha channel so the color key might no longer match. */
7698 TRACE("Color keying not supported with converted textures.\n");
7699 return FALSE;
7701 case WINED3D_BLIT_OP_COLOR_BLIT:
7702 break;
7704 default:
7705 TRACE("Unsupported blit_op=%d\n", blit_op);
7706 return FALSE;
7709 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7710 return FALSE;
7712 src_fixup = get_complex_fixup(src_format->color_fixup);
7713 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7715 TRACE("Checking support for fixup:\n");
7716 dump_color_fixup_desc(src_format->color_fixup);
7719 if (!is_identity_fixup(dst_format->color_fixup))
7721 TRACE("Destination fixups are not supported\n");
7722 return FALSE;
7725 if (is_identity_fixup(src_format->color_fixup))
7727 TRACE("[OK]\n");
7728 return TRUE;
7731 /* We only support YUV conversions. */
7732 if (!is_complex_fixup(src_format->color_fixup))
7734 TRACE("[FAILED]\n");
7735 return FALSE;
7738 switch(src_fixup)
7740 case COMPLEX_FIXUP_YUY2:
7741 case COMPLEX_FIXUP_UYVY:
7742 case COMPLEX_FIXUP_YV12:
7743 case COMPLEX_FIXUP_NV12:
7744 case COMPLEX_FIXUP_P8:
7745 TRACE("[OK]\n");
7746 return TRUE;
7748 default:
7749 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7750 TRACE("[FAILED]\n");
7751 return FALSE;
7755 static void arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7756 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7757 struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
7758 const struct wined3d_color_key *color_key)
7760 struct wined3d_context *context;
7761 RECT src_rect = *src_rect_in;
7762 RECT dst_rect = *dst_rect_in;
7764 /* Activate the destination context, set it up for blitting */
7765 context = context_acquire(device, dst_surface);
7767 /* Now load the surface */
7768 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7769 && (src_surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE))
7770 == WINED3D_LOCATION_DRAWABLE
7771 && !wined3d_resource_is_offscreen(&src_surface->container->resource))
7773 /* Without FBO blits transferring from the drawable to the texture is
7774 * expensive, because we have to flip the data in sysmem. Since we can
7775 * flip in the blitter, we don't actually need that flip anyway. So we
7776 * use the surface's texture as scratch texture, and flip the source
7777 * rectangle instead. */
7778 surface_load_fb_texture(src_surface, FALSE);
7780 src_rect.top = src_surface->resource.height - src_rect.top;
7781 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7783 else
7784 wined3d_texture_load(src_surface->container, context, FALSE);
7786 context_apply_blit_state(context, device);
7788 if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
7789 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7791 arbfp_blit_set(device->blit_priv, context, src_surface, color_key);
7793 /* Draw a textured quad */
7794 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7796 /* Leave the opengl state valid for blitting */
7797 arbfp_blit_unset(context->gl_info);
7799 if (wined3d_settings.strict_draw_ordering
7800 || (dst_surface->container->swapchain
7801 && (dst_surface->container->swapchain->front_buffer == dst_surface->container)))
7802 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7804 context_release(context);
7806 surface_validate_location(dst_surface, dst_surface->container->resource.draw_binding);
7807 surface_invalidate_location(dst_surface, ~dst_surface->container->resource.draw_binding);
7810 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7811 const RECT *dst_rect, const struct wined3d_color *color)
7813 FIXME("Color filling not implemented by arbfp_blit\n");
7814 return WINED3DERR_INVALIDCALL;
7817 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7818 struct wined3d_surface *surface, const RECT *rect, float depth)
7820 FIXME("Depth filling not implemented by arbfp_blit.\n");
7821 return WINED3DERR_INVALIDCALL;
7824 const struct blit_shader arbfp_blit = {
7825 arbfp_blit_alloc,
7826 arbfp_blit_free,
7827 arbfp_blit_set,
7828 arbfp_blit_unset,
7829 arbfp_blit_supported,
7830 arbfp_blit_color_fill,
7831 arbfp_blit_depth_fill,
7832 arbfp_blit_surface,