include: Use the hard-float calling convention for Windows APIs on ARM
[wine.git] / dlls / wined3d / arb_program_shader.c
blob80c7354b44eb175bf4334bc43decf63bad5a0ae8
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 <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
44 return type == WINED3D_SHADER_TYPE_PIXEL;
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
49 return type == WINED3D_SHADER_TYPE_VERTEX;
52 static const char *get_line(const char **ptr)
54 const char *p, *q;
56 p = *ptr;
57 if (!(q = strstr(p, "\n")))
59 if (!*p) return NULL;
60 *ptr += strlen(p);
61 return p;
63 *ptr = q + 1;
65 return p;
68 enum arb_helper_value
70 ARB_ZERO,
71 ARB_ONE,
72 ARB_TWO,
73 ARB_0001,
74 ARB_EPS,
76 ARB_VS_REL_OFFSET
79 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
81 if (shader != WINED3D_SHADER_TYPE_VERTEX && shader != WINED3D_SHADER_TYPE_PIXEL)
83 ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader));
84 return "bad";
87 if (shader == WINED3D_SHADER_TYPE_PIXEL)
89 switch (value)
91 case ARB_ZERO: return "ps_helper_const.x";
92 case ARB_ONE: return "ps_helper_const.y";
93 case ARB_TWO: return "coefmul.x";
94 case ARB_0001: return "ps_helper_const.xxxy";
95 case ARB_EPS: return "ps_helper_const.z";
96 default: break;
99 else
101 switch (value)
103 case ARB_ZERO: return "helper_const.x";
104 case ARB_ONE: return "helper_const.y";
105 case ARB_TWO: return "helper_const.z";
106 case ARB_EPS: return "helper_const.w";
107 case ARB_0001: return "helper_const.xxxy";
108 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
111 FIXME("Unmanaged %s shader helper constant requested: %u.\n",
112 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
113 switch (value)
115 case ARB_ZERO: return "0.0";
116 case ARB_ONE: return "1.0";
117 case ARB_TWO: return "2.0";
118 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
119 case ARB_EPS: return "1e-8";
120 default: return "bad";
124 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
126 return context->lowest_disabled_stage < 7;
129 /* ARB_program_shader private data */
131 struct control_frame
133 struct list entry;
134 enum
137 IFC,
138 LOOP,
140 } type;
141 BOOL muting;
142 BOOL outer_loop;
143 union
145 unsigned int loop;
146 unsigned int ifc;
147 } no;
148 struct wined3d_shader_loop_control loop_control;
149 BOOL had_else;
152 struct arb_ps_np2fixup_info
154 struct ps_np2fixup_info super;
155 /* For ARB we need an offset value:
156 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
157 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
158 * array we need an offset to the index inside the program local parameter array. */
159 UINT offset;
162 struct arb_ps_compile_args
164 struct ps_compile_args super;
165 WORD bools;
166 WORD clip; /* only a boolean, use a WORD for alignment */
167 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
170 struct stb_const_desc
172 unsigned char texunit;
173 UINT const_num;
176 struct arb_ps_compiled_shader
178 struct arb_ps_compile_args args;
179 struct arb_ps_np2fixup_info np2fixup_info;
180 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
181 struct stb_const_desc luminanceconst[MAX_TEXTURES];
182 UINT int_consts[WINED3D_MAX_CONSTS_I];
183 GLuint prgId;
184 UINT ycorrection;
185 unsigned char numbumpenvmatconsts;
186 char num_int_consts;
189 struct arb_vs_compile_args
191 struct vs_compile_args super;
192 union
194 struct
196 WORD bools;
197 unsigned char clip_texcoord;
198 unsigned char clipplane_mask;
199 } boolclip;
200 DWORD boolclip_compare;
201 } clip;
202 DWORD ps_signature;
203 union
205 unsigned char samplers[4];
206 DWORD samplers_compare;
207 } vertex;
208 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
211 struct arb_vs_compiled_shader
213 struct arb_vs_compile_args args;
214 GLuint prgId;
215 UINT int_consts[WINED3D_MAX_CONSTS_I];
216 char num_int_consts;
217 char need_color_unclamp;
218 UINT pos_fixup;
221 struct recorded_instruction
223 struct wined3d_shader_instruction ins;
224 struct list entry;
227 struct shader_arb_ctx_priv
229 char addr_reg[20];
230 enum
232 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
233 ARB,
234 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
235 NV2,
236 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
238 } target_version;
240 const struct arb_vs_compile_args *cur_vs_args;
241 const struct arb_ps_compile_args *cur_ps_args;
242 const struct arb_ps_compiled_shader *compiled_fprog;
243 const struct arb_vs_compiled_shader *compiled_vprog;
244 struct arb_ps_np2fixup_info *cur_np2fixup_info;
245 struct list control_frames;
246 struct list record;
247 BOOL recording;
248 BOOL muted;
249 unsigned int num_loops, loop_depth, num_ifcs;
250 int aL;
251 BOOL ps_post_process;
253 unsigned int vs_clipplanes;
254 BOOL footer_written;
255 BOOL in_main_func;
257 /* For 3.0 vertex shaders */
258 const char *vs_output[MAX_REG_OUTPUT];
259 /* For 2.x and earlier vertex shaders */
260 const char *texcrd_output[8], *color_output[2], *fog_output;
262 /* 3.0 pshader input for compatibility with fixed function */
263 const char *ps_input[MAX_REG_INPUT];
266 struct ps_signature
268 struct wined3d_shader_signature sig;
269 DWORD idx;
270 struct wine_rb_entry entry;
273 struct arb_pshader_private {
274 struct arb_ps_compiled_shader *gl_shaders;
275 UINT num_gl_shaders, shader_array_size;
276 DWORD input_signature_idx;
277 DWORD clipplane_emulation;
278 BOOL clamp_consts;
281 struct arb_vshader_private {
282 struct arb_vs_compiled_shader *gl_shaders;
283 UINT num_gl_shaders, shader_array_size;
284 UINT rel_offset;
287 struct shader_arb_priv
289 GLuint current_vprogram_id;
290 GLuint current_fprogram_id;
291 const struct arb_ps_compiled_shader *compiled_fprog;
292 const struct arb_vs_compiled_shader *compiled_vprog;
293 BOOL use_arbfp_fixed_func;
294 struct wine_rb_tree fragment_shaders;
295 BOOL last_ps_const_clamped;
296 BOOL last_vs_color_unclamp;
298 struct wine_rb_tree signature_tree;
299 DWORD ps_sig_number;
301 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
302 char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F];
303 char pshader_const_dirty[WINED3D_MAX_PS_CONSTS_F];
304 const struct wined3d_context *last_context;
306 const struct wined3d_vertex_pipe_ops *vertex_pipe;
307 const struct fragment_pipeline *fragment_pipe;
308 BOOL ffp_proj_control;
311 /* Context activation for state handlers is done by the caller. */
313 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
314 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
316 if (shader_data->rel_offset) return TRUE;
317 if (!reg_maps->usesmova) return FALSE;
318 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
321 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
322 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
324 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
325 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
328 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
329 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
331 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
332 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
333 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
334 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
335 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
336 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
337 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
338 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
339 return FALSE;
342 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
343 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
345 unsigned int ret = 1;
346 /* We use one PARAM for the pos fixup, and in some cases one to load
347 * some immediate values into the shader. */
348 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
349 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
350 return ret;
353 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
354 * When constant_list == NULL, it will load all the constants.
356 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
357 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
359 /* Context activation is done by the caller. */
360 static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *shader,
361 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
362 const struct wined3d_vec4 *constants, char *dirty_consts)
364 struct wined3d_shader_lconst *lconst;
365 unsigned int ret, i, j;
367 if (TRACE_ON(d3d_constants))
369 for (i = 0; i < max_constants; ++i)
371 if (!dirty_consts[i])
372 continue;
373 TRACE_(d3d_constants)("Loading constant %u: %s.\n", i, debug_vec4(&constants[i]));
377 i = 0;
379 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
380 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
382 float lcl_const[4];
383 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
384 * shaders, the first 8 constants are marked dirty for reload
386 for (; i < min(8, max_constants); ++i)
388 if (!dirty_consts[i])
389 continue;
390 dirty_consts[i] = 0;
392 if (constants[i].x > 1.0f)
393 lcl_const[0] = 1.0f;
394 else if (constants[i].x < -1.0f)
395 lcl_const[0] = -1.0f;
396 else
397 lcl_const[0] = constants[i].x;
399 if (constants[i].y > 1.0f)
400 lcl_const[1] = 1.0f;
401 else if (constants[i].y < -1.0f)
402 lcl_const[1] = -1.0f;
403 else
404 lcl_const[1] = constants[i].y;
406 if (constants[i].z > 1.0f)
407 lcl_const[2] = 1.0f;
408 else if (constants[i].z < -1.0f)
409 lcl_const[2] = -1.0f;
410 else
411 lcl_const[2] = constants[i].z;
413 if (constants[i].w > 1.0f)
414 lcl_const[3] = 1.0f;
415 else if (constants[i].w < -1.0f)
416 lcl_const[3] = -1.0f;
417 else
418 lcl_const[3] = constants[i].w;
420 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
423 /* If further constants are dirty, reload them without clamping.
425 * The alternative is not to touch them, but then we cannot reset the dirty constant count
426 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
427 * above would always re-check the first 8 constants since max_constant remains at the init
428 * value
432 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
434 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
435 * or just reloading *all* constants at once
437 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
439 for (; i < max_constants; ++i)
441 if (!dirty_consts[i])
442 continue;
444 /* Find the next block of dirty constants */
445 dirty_consts[i] = 0;
446 j = i;
447 for (++i; (i < max_constants) && dirty_consts[i]; ++i)
449 dirty_consts[i] = 0;
452 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, &constants[j].x));
455 else
457 for (; i < max_constants; ++i)
459 if (dirty_consts[i])
461 dirty_consts[i] = 0;
462 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i].x));
466 checkGLcall("glProgramEnvParameter4fvARB()");
468 /* Load immediate constants */
469 if (shader->load_local_constsF)
471 if (TRACE_ON(d3d_shader))
473 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
475 GLfloat* values = (GLfloat*)lconst->value;
476 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
477 values[0], values[1], values[2], values[3]);
480 /* Immediate constants are clamped for 1.X shaders at loading times */
481 ret = 0;
482 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
484 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
485 ret = max(ret, lconst->idx + 1);
486 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
488 checkGLcall("glProgramEnvParameter4fvARB()");
489 return ret; /* The loaded immediate constants need reloading for the next shader */
490 } else {
491 return 0; /* No constants are dirty now */
495 /* Loads the texture dimensions for NP2 fixup into the currently set
496 * ARB_[vertex/fragment]_programs. */
497 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
498 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
500 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
501 WORD active = fixup->super.active;
502 UINT i;
504 if (!active)
505 return;
507 for (i = 0; active; active >>= 1, ++i)
509 const struct wined3d_texture *tex = state->textures[i];
510 unsigned char idx = fixup->super.idx[i];
511 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
513 if (!(active & 1))
514 continue;
516 if (!tex)
518 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
519 continue;
522 if (idx % 2)
524 tex_dim[2] = tex->pow2_matrix[0];
525 tex_dim[3] = tex->pow2_matrix[5];
527 else
529 tex_dim[0] = tex->pow2_matrix[0];
530 tex_dim[1] = tex->pow2_matrix[5];
534 for (i = 0; i < fixup->super.num_consts; ++i)
536 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
537 fixup->offset + i, &np2fixup_constants[i * 4]));
541 /* Context activation is done by the caller. */
542 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
543 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
545 const struct wined3d_gl_info *gl_info = context->gl_info;
546 unsigned char i;
548 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
550 int texunit = gl_shader->bumpenvmatconst[i].texunit;
552 /* The state manager takes care that this function is always called if the bump env matrix changes */
553 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
554 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
555 gl_shader->bumpenvmatconst[i].const_num, data));
557 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
559 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
560 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
561 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
562 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
564 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
565 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
566 gl_shader->luminanceconst[i].const_num, scale));
569 checkGLcall("Load bumpmap consts");
571 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
573 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
574 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
575 * ycorrection.z: 1.0
576 * ycorrection.w: 0.0
578 float val[4];
579 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
580 val[1] = context->render_offscreen ? 1.0f : -1.0f;
581 val[2] = 1.0f;
582 val[3] = 0.0f;
583 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
584 checkGLcall("y correction loading");
587 if (!gl_shader->num_int_consts) return;
589 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
591 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
593 float val[4];
594 val[0] = (float)state->ps_consts_i[i].x;
595 val[1] = (float)state->ps_consts_i[i].y;
596 val[2] = (float)state->ps_consts_i[i].z;
597 val[3] = -1.0f;
599 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
602 checkGLcall("Load ps int consts");
605 /* Context activation is done by the caller. */
606 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
607 const struct wined3d_context *context, const struct wined3d_state *state)
609 const struct wined3d_gl_info *gl_info = context->gl_info;
610 float position_fixup[4];
611 unsigned char i;
613 /* Upload the position fixup */
614 shader_get_position_fixup(context, state, position_fixup);
615 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
617 if (!gl_shader->num_int_consts) return;
619 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
621 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
623 float val[4];
624 val[0] = (float)state->vs_consts_i[i].x;
625 val[1] = (float)state->vs_consts_i[i].y;
626 val[2] = (float)state->vs_consts_i[i].z;
627 val[3] = -1.0f;
629 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
632 checkGLcall("Load vs int consts");
635 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
636 const struct wined3d_state *state);
639 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
641 * We only support float constants in ARB at the moment, so don't
642 * worry about the Integers or Booleans
644 /* Context activation is done by the caller (state handler). */
645 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
646 struct wined3d_context *context, const struct wined3d_state *state,
647 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
649 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
650 const struct wined3d_gl_info *gl_info = context->gl_info;
652 if (!from_shader_select)
654 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
655 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
657 if (vshader
658 && (vshader->reg_maps.boolean_constants
659 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
660 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
662 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
663 shader_arb_select(priv, context, state);
665 else if (pshader
666 && (pshader->reg_maps.boolean_constants
667 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
668 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
670 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
671 shader_arb_select(priv, context, state);
675 if (context != priv->last_context)
677 memset(priv->vshader_const_dirty, 1,
678 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
679 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
681 memset(priv->pshader_const_dirty, 1,
682 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
683 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
685 priv->last_context = context;
688 if (useVertexShader)
690 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
691 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
693 /* Load DirectX 9 float constants for vertex shader */
694 priv->highest_dirty_vs_const = shader_arb_load_constants_f(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
695 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
696 shader_arb_vs_local_constants(gl_shader, context, state);
699 if (usePixelShader)
701 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
702 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
703 UINT rt_height = state->fb->render_targets[0]->height;
705 /* Load DirectX 9 float constants for pixel shader */
706 priv->highest_dirty_ps_const = shader_arb_load_constants_f(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
707 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
708 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
710 if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
711 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
715 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
716 const struct wined3d_state *state)
718 BOOL vs = use_vs(state);
719 BOOL ps = use_ps(state);
721 shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
724 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
726 struct wined3d_context *context = context_get_current();
727 struct shader_arb_priv *priv = device->shader_priv;
729 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
730 * context. On a context switch the old context will be fully dirtified */
731 if (!context || context->device != device)
732 return;
734 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
735 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
738 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
740 struct wined3d_context *context = context_get_current();
741 struct shader_arb_priv *priv = device->shader_priv;
743 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
744 * context. On a context switch the old context will be fully dirtified */
745 if (!context || context->device != device)
746 return;
748 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
749 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
752 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
754 char str[4][17];
756 wined3d_ftoa(values[0], str[0]);
757 wined3d_ftoa(values[1], str[1]);
758 wined3d_ftoa(values[2], str[2]);
759 wined3d_ftoa(values[3], str[3]);
760 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
763 /* Generate the variable & register declarations for the ARB_vertex_program output target */
764 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
765 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
766 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
767 const struct shader_arb_ctx_priv *ctx)
769 DWORD i;
770 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
771 const struct wined3d_shader_lconst *lconst;
772 unsigned max_constantsF;
773 DWORD map;
775 /* In pixel shaders, all private constants are program local, we don't need anything
776 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
777 * If we need a private constant the GL implementation will squeeze it in somewhere
779 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
780 * immediate values. The posFixup is loaded using program.env for now, so always
781 * subtract one from the number of constants. If the shader uses indirect addressing,
782 * account for the helper const too because we have to declare all available d3d constants
783 * and don't know which are actually used.
785 if (pshader)
787 max_constantsF = gl_info->limits.arb_ps_native_constants;
788 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
789 if (max_constantsF < 24)
790 max_constantsF = gl_info->limits.arb_ps_float_constants;
792 else
794 const struct arb_vshader_private *shader_data = shader->backend_data;
795 max_constantsF = gl_info->limits.arb_vs_native_constants;
796 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
797 * Also prevents max_constantsF from becoming less than 0 and
798 * wrapping . */
799 if (max_constantsF < 96)
800 max_constantsF = gl_info->limits.arb_vs_float_constants;
802 if (reg_maps->usesrelconstF)
804 DWORD highest_constf = 0, clip_limit;
806 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
807 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
808 max_constantsF -= gl_info->reserved_arb_constants;
810 for (i = 0; i < shader->limits->constant_float; ++i)
812 DWORD idx = i >> 5;
813 DWORD shift = i & 0x1f;
814 if (reg_maps->constf[idx] & (1u << shift))
815 highest_constf = i;
818 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
820 if(ctx->cur_vs_args->super.clip_enabled)
821 clip_limit = gl_info->limits.user_clip_distances;
822 else
823 clip_limit = 0;
825 else
827 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
828 clip_limit = min(wined3d_popcount(mask), 4);
830 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
831 max_constantsF -= *num_clipplanes;
832 if(*num_clipplanes < clip_limit)
834 WARN("Only %u clip planes out of %u enabled.\n", *num_clipplanes,
835 gl_info->limits.user_clip_distances);
838 else
840 if (ctx->target_version >= NV2)
841 *num_clipplanes = gl_info->limits.user_clip_distances;
842 else
843 *num_clipplanes = min(gl_info->limits.user_clip_distances, 4);
847 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
849 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
852 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
854 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
857 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
859 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
861 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
865 if (!shader->load_local_constsF)
867 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
869 const float *value;
870 value = (const float *)lconst->value;
871 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
872 shader_arb_append_imm_vec4(buffer, value);
873 shader_addline(buffer, ";\n");
877 /* After subtracting privately used constants from the hardware limit(they are loaded as
878 * local constants), make sure the shader doesn't violate the env constant limit
880 if(pshader)
882 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
884 else
886 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
889 /* Avoid declaring more constants than needed */
890 max_constantsF = min(max_constantsF, shader->limits->constant_float);
892 /* we use the array-based constants array if the local constants are marked for loading,
893 * because then we use indirect addressing, or when the local constant list is empty,
894 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
895 * local constants do not declare the loaded constants as an array because ARB compilers usually
896 * do not optimize unused constants away
898 if (reg_maps->usesrelconstF)
900 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
901 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
902 max_constantsF, max_constantsF - 1);
904 else
906 for (i = 0; i < max_constantsF; ++i)
908 DWORD idx, mask;
909 idx = i >> 5;
910 mask = 1u << (i & 0x1fu);
911 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
913 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
919 static const char * const shift_tab[] = {
920 "dummy", /* 0 (none) */
921 "coefmul.x", /* 1 (x2) */
922 "coefmul.y", /* 2 (x4) */
923 "coefmul.z", /* 3 (x8) */
924 "coefmul.w", /* 4 (x16) */
925 "dummy", /* 5 (x32) */
926 "dummy", /* 6 (x64) */
927 "dummy", /* 7 (x128) */
928 "dummy", /* 8 (d256) */
929 "dummy", /* 9 (d128) */
930 "dummy", /* 10 (d64) */
931 "dummy", /* 11 (d32) */
932 "coefdiv.w", /* 12 (d16) */
933 "coefdiv.z", /* 13 (d8) */
934 "coefdiv.y", /* 14 (d4) */
935 "coefdiv.x" /* 15 (d2) */
938 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
939 const struct wined3d_shader_dst_param *dst, char *write_mask)
941 char *ptr = write_mask;
943 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
945 *ptr++ = '.';
946 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
947 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
948 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
949 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
952 *ptr = '\0';
955 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
957 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
958 * but addressed as "rgba". To fix this we need to swap the register's x
959 * and z components. */
960 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
961 char *ptr = swizzle_str;
963 /* swizzle bits fields: wwzzyyxx */
964 DWORD swizzle = param->swizzle;
965 DWORD swizzle_x = swizzle & 0x03;
966 DWORD swizzle_y = (swizzle >> 2) & 0x03;
967 DWORD swizzle_z = (swizzle >> 4) & 0x03;
968 DWORD swizzle_w = (swizzle >> 6) & 0x03;
970 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
971 * generate a swizzle string. Unless we need to our own swizzling. */
972 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
974 *ptr++ = '.';
975 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
976 *ptr++ = swizzle_chars[swizzle_x];
977 } else {
978 *ptr++ = swizzle_chars[swizzle_x];
979 *ptr++ = swizzle_chars[swizzle_y];
980 *ptr++ = swizzle_chars[swizzle_z];
981 *ptr++ = swizzle_chars[swizzle_w];
985 *ptr = '\0';
988 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
990 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
991 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
993 if (!strcmp(priv->addr_reg, src)) return;
995 strcpy(priv->addr_reg, src);
996 shader_addline(buffer, "ARL A0.x, %s;\n", src);
999 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1000 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
1002 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1003 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1005 /* oPos, oFog and oPts in D3D */
1006 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1007 const struct wined3d_shader *shader = ins->ctx->shader;
1008 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1009 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1010 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1012 *is_color = FALSE;
1014 switch (reg->type)
1016 case WINED3DSPR_TEMP:
1017 sprintf(register_name, "R%u", reg->idx[0].offset);
1018 break;
1020 case WINED3DSPR_INPUT:
1021 if (pshader)
1023 if (reg_maps->shader_version.major < 3)
1025 if (!reg->idx[0].offset)
1026 strcpy(register_name, "fragment.color.primary");
1027 else
1028 strcpy(register_name, "fragment.color.secondary");
1030 else
1032 if (reg->idx[0].rel_addr)
1034 char rel_reg[50];
1035 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1037 if (!strcmp(rel_reg, "**aL_emul**"))
1039 DWORD idx = ctx->aL + reg->idx[0].offset;
1040 if(idx < MAX_REG_INPUT)
1042 strcpy(register_name, ctx->ps_input[idx]);
1044 else
1046 ERR("Pixel shader input register out of bounds: %u\n", idx);
1047 sprintf(register_name, "out_of_bounds_%u", idx);
1050 else if (reg_maps->input_registers & 0x0300)
1052 /* There are two ways basically:
1054 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1055 * That means trouble if the loop also contains a breakc or if the control values
1056 * aren't local constants.
1057 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1058 * source dynamically. The trouble is that we cannot simply read aL.y because it
1059 * is an ADDRESS register. We could however push it, load .zw with a value and use
1060 * ADAC to load the condition code register and pop it again afterwards
1062 FIXME("Relative input register addressing with more than 8 registers\n");
1064 /* This is better than nothing for now */
1065 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1067 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1069 /* This is problematic because we'd have to consult the ctx->ps_input strings
1070 * for where to find the varying. Some may be "0.0", others can be texcoords or
1071 * colors. This needs either a pipeline replacement to make the vertex shader feed
1072 * proper varyings, or loop unrolling
1074 * For now use the texcoords and hope for the best
1076 FIXME("Non-vertex shader varying input with indirect addressing\n");
1077 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1079 else
1081 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1082 * pulls GL_NV_fragment_program2 in
1084 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1087 else
1089 if (reg->idx[0].offset < MAX_REG_INPUT)
1091 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1093 else
1095 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1096 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1101 else
1103 if (ctx->cur_vs_args->super.swizzle_map & (1u << reg->idx[0].offset))
1104 *is_color = TRUE;
1105 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1107 break;
1109 case WINED3DSPR_CONST:
1110 if (!pshader && reg->idx[0].rel_addr)
1112 const struct arb_vshader_private *shader_data = shader->backend_data;
1113 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1114 BOOL aL = FALSE;
1115 char rel_reg[50];
1116 if (reg_maps->shader_version.major < 2)
1118 sprintf(rel_reg, "A0.x");
1120 else
1122 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1123 if (ctx->target_version == ARB)
1125 if (!strcmp(rel_reg, "**aL_emul**"))
1127 aL = TRUE;
1128 } else {
1129 shader_arb_request_a0(ins, rel_reg);
1130 sprintf(rel_reg, "A0.x");
1134 if (aL)
1135 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1136 else if (reg->idx[0].offset >= rel_offset)
1137 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1138 else
1139 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1141 else
1143 if (reg_maps->usesrelconstF)
1144 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1145 else
1146 sprintf(register_name, "C%u", reg->idx[0].offset);
1148 break;
1150 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1151 if (pshader)
1153 if (reg_maps->shader_version.major == 1
1154 && reg_maps->shader_version.minor <= 3)
1155 /* In ps <= 1.3, Tx is a temporary register as destination
1156 * to all instructions, and as source to most instructions.
1157 * For some instructions it is the texcoord input. Those
1158 * instructions know about the special use. */
1159 sprintf(register_name, "T%u", reg->idx[0].offset);
1160 else
1161 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1162 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1164 else
1166 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1167 sprintf(register_name, "A%u", reg->idx[0].offset);
1168 else
1169 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1171 break;
1173 case WINED3DSPR_COLOROUT:
1174 if (ctx->ps_post_process && !reg->idx[0].offset)
1176 strcpy(register_name, "TMP_COLOR");
1178 else
1180 if (ctx->cur_ps_args->super.srgb_correction)
1181 FIXME("sRGB correction on higher render targets.\n");
1182 if (reg_maps->rt_mask > 1)
1183 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1184 else
1185 strcpy(register_name, "result.color");
1187 break;
1189 case WINED3DSPR_RASTOUT:
1190 if (reg->idx[0].offset == 1)
1191 sprintf(register_name, "%s", ctx->fog_output);
1192 else
1193 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1194 break;
1196 case WINED3DSPR_DEPTHOUT:
1197 strcpy(register_name, "result.depth");
1198 break;
1200 case WINED3DSPR_ATTROUT:
1201 /* case WINED3DSPR_OUTPUT: */
1202 if (pshader)
1203 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1204 else
1205 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1206 break;
1208 case WINED3DSPR_TEXCRDOUT:
1209 if (pshader)
1210 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1211 else if (reg_maps->shader_version.major < 3)
1212 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1213 else
1214 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1215 break;
1217 case WINED3DSPR_LOOP:
1218 if(ctx->target_version >= NV2)
1220 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1221 if(pshader) sprintf(register_name, "A0.x");
1222 else sprintf(register_name, "aL.y");
1224 else
1226 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1227 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1228 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1229 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1230 * indexing
1232 sprintf(register_name, "**aL_emul**");
1235 break;
1237 case WINED3DSPR_CONSTINT:
1238 sprintf(register_name, "I%u", reg->idx[0].offset);
1239 break;
1241 case WINED3DSPR_MISCTYPE:
1242 if (!reg->idx[0].offset)
1243 sprintf(register_name, "vpos");
1244 else if (reg->idx[0].offset == 1)
1245 sprintf(register_name, "fragment.facing.x");
1246 else
1247 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1248 break;
1250 default:
1251 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1252 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1253 break;
1257 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1258 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1260 char register_name[255];
1261 char write_mask[6];
1262 BOOL is_color;
1264 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1265 strcpy(str, register_name);
1267 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1268 strcat(str, write_mask);
1271 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1273 switch(channel_source)
1275 case CHANNEL_SOURCE_ZERO: return "0";
1276 case CHANNEL_SOURCE_ONE: return "1";
1277 case CHANNEL_SOURCE_X: return "x";
1278 case CHANNEL_SOURCE_Y: return "y";
1279 case CHANNEL_SOURCE_Z: return "z";
1280 case CHANNEL_SOURCE_W: return "w";
1281 default:
1282 FIXME("Unhandled channel source %#x\n", channel_source);
1283 return "undefined";
1287 struct color_fixup_masks
1289 DWORD source;
1290 DWORD sign;
1293 static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
1295 struct color_fixup_masks masks = {0, 0};
1297 if (is_complex_fixup(fixup))
1299 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1300 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1301 return masks;
1304 if (fixup.x_source != CHANNEL_SOURCE_X)
1305 masks.source |= WINED3DSP_WRITEMASK_0;
1306 if (fixup.y_source != CHANNEL_SOURCE_Y)
1307 masks.source |= WINED3DSP_WRITEMASK_1;
1308 if (fixup.z_source != CHANNEL_SOURCE_Z)
1309 masks.source |= WINED3DSP_WRITEMASK_2;
1310 if (fixup.w_source != CHANNEL_SOURCE_W)
1311 masks.source |= WINED3DSP_WRITEMASK_3;
1312 masks.source &= dst_mask;
1314 if (fixup.x_sign_fixup)
1315 masks.sign |= WINED3DSP_WRITEMASK_0;
1316 if (fixup.y_sign_fixup)
1317 masks.sign |= WINED3DSP_WRITEMASK_1;
1318 if (fixup.z_sign_fixup)
1319 masks.sign |= WINED3DSP_WRITEMASK_2;
1320 if (fixup.w_sign_fixup)
1321 masks.sign |= WINED3DSP_WRITEMASK_3;
1322 masks.sign &= dst_mask;
1324 return masks;
1327 static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
1328 const char *src, const char *one, const char *two,
1329 struct color_fixup_desc fixup, struct color_fixup_masks masks)
1331 const char *sign_fixup_src = dst;
1333 if (masks.source)
1335 if (masks.sign)
1336 sign_fixup_src = "TA";
1338 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
1339 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1340 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1342 else if (masks.sign)
1344 sign_fixup_src = src;
1347 if (masks.sign)
1349 char reg_mask[6];
1350 char *ptr = reg_mask;
1352 if (masks.sign != WINED3DSP_WRITEMASK_ALL)
1354 *ptr++ = '.';
1355 if (masks.sign & WINED3DSP_WRITEMASK_0)
1356 *ptr++ = 'x';
1357 if (masks.sign & WINED3DSP_WRITEMASK_1)
1358 *ptr++ = 'y';
1359 if (masks.sign & WINED3DSP_WRITEMASK_2)
1360 *ptr++ = 'z';
1361 if (masks.sign & WINED3DSP_WRITEMASK_3)
1362 *ptr++ = 'w';
1364 *ptr = '\0';
1366 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
1370 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1372 DWORD mod;
1373 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1374 if (!ins->dst_count) return "";
1376 mod = ins->dst[0].modifiers;
1378 /* Silently ignore PARTIALPRECISION if it's not supported */
1379 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1381 if(mod & WINED3DSPDM_MSAMPCENTROID)
1383 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1384 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1387 switch(mod)
1389 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1390 return "H_SAT";
1392 case WINED3DSPDM_SATURATE:
1393 return "_SAT";
1395 case WINED3DSPDM_PARTIALPRECISION:
1396 return "H";
1398 case 0:
1399 return "";
1401 default:
1402 FIXME("Unknown modifiers 0x%08x\n", mod);
1403 return "";
1407 #define TEX_PROJ 0x1
1408 #define TEX_BIAS 0x2
1409 #define TEX_LOD 0x4
1410 #define TEX_DERIV 0x10
1412 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1413 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1415 enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1416 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1417 const char *tex_type;
1418 BOOL np2_fixup = FALSE;
1419 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1420 const char *mod;
1421 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1422 const struct wined3d_shader *shader;
1423 const struct wined3d_device *device;
1424 const struct wined3d_gl_info *gl_info;
1425 const char *tex_dst = dst_str;
1426 struct color_fixup_masks masks;
1428 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1429 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1431 switch (resource_type)
1433 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1434 tex_type = "1D";
1435 break;
1437 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1438 shader = ins->ctx->shader;
1439 device = shader->device;
1440 gl_info = &device->adapter->gl_info;
1442 if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
1443 && gl_info->supported[ARB_TEXTURE_RECTANGLE])
1444 tex_type = "RECT";
1445 else
1446 tex_type = "2D";
1447 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1449 if (priv->cur_np2fixup_info->super.active & (1u << sampler_idx))
1451 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1452 else np2_fixup = TRUE;
1455 break;
1457 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1458 tex_type = "3D";
1459 break;
1461 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1462 tex_type = "CUBE";
1463 break;
1465 default:
1466 ERR("Unexpected resource type %#x.\n", resource_type);
1467 tex_type = "";
1470 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1471 * so don't use shader_arb_get_modifier
1473 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1474 else mod = "";
1476 /* Fragment samplers always have indentity mapping */
1477 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1479 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1482 if (pshader)
1484 masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
1485 ins->dst[0].write_mask);
1487 if (masks.source || masks.sign)
1488 tex_dst = "TA";
1491 if (flags & TEX_DERIV)
1493 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1494 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1495 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1496 dsx, dsy, sampler_idx, tex_type);
1498 else if(flags & TEX_LOD)
1500 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1501 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1502 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1503 sampler_idx, tex_type);
1505 else if (flags & TEX_BIAS)
1507 /* Shouldn't be possible, but let's check for it */
1508 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1509 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1510 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1512 else if (flags & TEX_PROJ)
1514 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1516 else
1518 if (np2_fixup)
1520 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1521 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1522 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1524 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
1526 else
1527 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1530 if (pshader)
1532 gen_color_correction(buffer, dst_str, tex_dst,
1533 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1534 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1535 priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
1539 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1540 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1542 /* Generate a line that does the input modifier computation and return the input register to use */
1543 BOOL is_color = FALSE, insert_line;
1544 char regstr[256];
1545 char swzstr[20];
1546 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1547 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1548 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1549 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1551 /* Assume a new line will be added */
1552 insert_line = TRUE;
1554 /* Get register name */
1555 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1556 shader_arb_get_swizzle(src, is_color, swzstr);
1558 switch (src->modifiers)
1560 case WINED3DSPSM_NONE:
1561 sprintf(outregstr, "%s%s", regstr, swzstr);
1562 insert_line = FALSE;
1563 break;
1564 case WINED3DSPSM_NEG:
1565 sprintf(outregstr, "-%s%s", regstr, swzstr);
1566 insert_line = FALSE;
1567 break;
1568 case WINED3DSPSM_BIAS:
1569 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1570 break;
1571 case WINED3DSPSM_BIASNEG:
1572 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1573 break;
1574 case WINED3DSPSM_SIGN:
1575 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1576 break;
1577 case WINED3DSPSM_SIGNNEG:
1578 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1579 break;
1580 case WINED3DSPSM_COMP:
1581 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1582 break;
1583 case WINED3DSPSM_X2:
1584 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1585 break;
1586 case WINED3DSPSM_X2NEG:
1587 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1588 break;
1589 case WINED3DSPSM_DZ:
1590 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1591 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1592 break;
1593 case WINED3DSPSM_DW:
1594 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1595 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1596 break;
1597 case WINED3DSPSM_ABS:
1598 if(ctx->target_version >= NV2) {
1599 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1600 insert_line = FALSE;
1601 } else {
1602 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1604 break;
1605 case WINED3DSPSM_ABSNEG:
1606 if(ctx->target_version >= NV2) {
1607 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1608 } else {
1609 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1610 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1612 insert_line = FALSE;
1613 break;
1614 default:
1615 sprintf(outregstr, "%s%s", regstr, swzstr);
1616 insert_line = FALSE;
1619 /* Return modified or original register, with swizzle */
1620 if (insert_line)
1621 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1624 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1626 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1627 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1628 DWORD sampler_code = dst->reg.idx[0].offset;
1629 char dst_name[50];
1630 char src_name[2][50];
1632 shader_arb_get_dst_param(ins, dst, dst_name);
1634 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1636 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1637 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1638 * temps is done.
1640 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1641 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1642 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1643 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1644 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1646 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1647 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1650 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1652 *extra_char = ' ';
1653 switch(mod)
1655 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1656 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1657 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1658 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1659 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1660 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1661 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1662 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1663 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1664 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1665 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1666 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1667 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1669 FIXME("Unknown modifier %u\n", mod);
1670 return mod;
1673 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1675 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1676 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1677 char dst_name[50];
1678 char src_name[3][50];
1679 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1680 ins->ctx->reg_maps->shader_version.minor);
1682 shader_arb_get_dst_param(ins, dst, dst_name);
1683 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1685 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1686 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1688 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1690 else
1692 struct wined3d_shader_src_param src0_copy = ins->src[0];
1693 char extra_neg;
1695 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1696 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1698 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1699 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1700 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1701 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1702 dst_name, src_name[1], src_name[2]);
1706 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1708 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1709 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1710 char dst_name[50];
1711 char src_name[3][50];
1713 shader_arb_get_dst_param(ins, dst, dst_name);
1715 /* Generate input register names (with modifiers) */
1716 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1717 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1718 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1720 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1721 dst_name, src_name[0], src_name[2], src_name[1]);
1724 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1725 * dst = dot2(src0, src1) + src2 */
1726 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1728 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1729 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1730 char dst_name[50];
1731 char src_name[3][50];
1732 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1734 shader_arb_get_dst_param(ins, dst, dst_name);
1735 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1736 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1738 if(ctx->target_version >= NV3)
1740 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1741 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1742 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1743 dst_name, src_name[0], src_name[1], src_name[2]);
1745 else if(ctx->target_version >= NV2)
1747 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1748 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1749 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1750 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1752 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1754 * .xyxy and other swizzles that we could get with this are not valid in
1755 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1757 struct wined3d_shader_src_param tmp_param = ins->src[1];
1758 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1759 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1761 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1763 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1764 dst_name, src_name[2], src_name[0], src_name[1]);
1766 else
1768 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1769 /* 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]
1770 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1772 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1773 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1774 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1775 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1779 /* Map the opcode 1-to-1 to the GL code */
1780 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1782 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1783 const char *instruction;
1784 char arguments[256], dst_str[50];
1785 unsigned int i;
1786 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1788 switch (ins->handler_idx)
1790 case WINED3DSIH_ABS: instruction = "ABS"; break;
1791 case WINED3DSIH_ADD: instruction = "ADD"; break;
1792 case WINED3DSIH_CRS: instruction = "XPD"; break;
1793 case WINED3DSIH_DP3: instruction = "DP3"; break;
1794 case WINED3DSIH_DP4: instruction = "DP4"; break;
1795 case WINED3DSIH_DST: instruction = "DST"; break;
1796 case WINED3DSIH_FRC: instruction = "FRC"; break;
1797 case WINED3DSIH_LIT: instruction = "LIT"; break;
1798 case WINED3DSIH_LRP: instruction = "LRP"; break;
1799 case WINED3DSIH_MAD: instruction = "MAD"; break;
1800 case WINED3DSIH_MAX: instruction = "MAX"; break;
1801 case WINED3DSIH_MIN: instruction = "MIN"; break;
1802 case WINED3DSIH_MOV: instruction = "MOV"; break;
1803 case WINED3DSIH_MUL: instruction = "MUL"; break;
1804 case WINED3DSIH_SGE: instruction = "SGE"; break;
1805 case WINED3DSIH_SLT: instruction = "SLT"; break;
1806 case WINED3DSIH_SUB: instruction = "SUB"; break;
1807 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1808 case WINED3DSIH_DSX: instruction = "DDX"; break;
1809 default: instruction = "";
1810 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
1811 break;
1814 /* Note that shader_arb_add_dst_param() adds spaces. */
1815 arguments[0] = '\0';
1816 shader_arb_get_dst_param(ins, dst, dst_str);
1817 for (i = 0; i < ins->src_count; ++i)
1819 char operand[100];
1820 strcat(arguments, ", ");
1821 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1822 strcat(arguments, operand);
1824 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1827 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1829 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1831 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1834 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1836 const struct wined3d_shader *shader = ins->ctx->shader;
1837 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1838 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1839 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1840 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1841 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1842 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1844 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1845 char src0_param[256];
1847 if (ins->handler_idx == WINED3DSIH_MOVA)
1849 const struct arb_vshader_private *shader_data = shader->backend_data;
1850 char write_mask[6];
1851 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1853 if(ctx->target_version >= NV2) {
1854 shader_hw_map2gl(ins);
1855 return;
1857 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1858 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1860 /* This implements the mova formula used in GLSL. The first two instructions
1861 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1862 * in this case:
1863 * mova A0.x, 0.0
1865 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1867 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1868 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1870 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1871 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1873 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1874 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1875 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1876 if (shader_data->rel_offset)
1878 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1880 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1882 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1884 else if (reg_maps->shader_version.major == 1
1885 && !shader_is_pshader_version(reg_maps->shader_version.type)
1886 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1888 const struct arb_vshader_private *shader_data = shader->backend_data;
1889 src0_param[0] = '\0';
1891 if (shader_data->rel_offset && ctx->target_version == ARB)
1893 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1894 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1895 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1896 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1898 else
1900 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1901 * with more than one component. Thus replicate the first source argument over all
1902 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1903 struct wined3d_shader_src_param tmp_src = ins->src[0];
1904 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1905 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1906 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1909 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1911 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1913 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1914 return;
1916 shader_hw_map2gl(ins);
1918 else
1920 shader_hw_map2gl(ins);
1924 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1926 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1927 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1928 char reg_dest[40];
1930 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1931 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1933 shader_arb_get_dst_param(ins, dst, reg_dest);
1935 if (ins->ctx->reg_maps->shader_version.major >= 2)
1937 const char *kilsrc = "TA";
1938 BOOL is_color;
1940 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1941 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1943 kilsrc = reg_dest;
1945 else
1947 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1948 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1949 * masked out components to 0(won't kill)
1951 char x = '0', y = '0', z = '0', w = '0';
1952 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1953 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1954 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1955 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1956 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1958 shader_addline(buffer, "KIL %s;\n", kilsrc);
1960 else
1962 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1963 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1965 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1966 * or pass in any temporary register(in shader phase 2)
1968 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1969 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1970 else
1971 shader_arb_get_dst_param(ins, dst, reg_dest);
1972 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1973 shader_addline(buffer, "KIL TA;\n");
1977 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1979 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1980 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1981 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1982 ins->ctx->reg_maps->shader_version.minor);
1983 struct wined3d_shader_src_param src;
1985 char reg_dest[40];
1986 char reg_coord[40];
1987 DWORD reg_sampler_code;
1988 WORD myflags = 0;
1989 BOOL swizzle_coord = FALSE;
1991 /* All versions have a destination register */
1992 shader_arb_get_dst_param(ins, dst, reg_dest);
1994 /* 1.0-1.4: Use destination register number as texture code.
1995 2.0+: Use provided sampler number as texture code. */
1996 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1997 reg_sampler_code = dst->reg.idx[0].offset;
1998 else
1999 reg_sampler_code = ins->src[1].reg.idx[0].offset;
2001 /* 1.0-1.3: Use the texcoord varying.
2002 1.4+: Use provided coordinate source register. */
2003 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2004 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
2005 else {
2006 /* TEX is the only instruction that can handle DW and DZ natively */
2007 src = ins->src[0];
2008 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
2009 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
2010 shader_arb_get_src_param(ins, &src, 0, reg_coord);
2013 /* projection flag:
2014 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2015 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2016 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2018 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2020 DWORD flags = 0;
2021 if (reg_sampler_code < MAX_TEXTURES)
2022 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2023 if (flags & WINED3D_PSARGS_PROJECTED)
2025 myflags |= TEX_PROJ;
2026 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
2027 swizzle_coord = TRUE;
2030 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2032 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2033 if (src_mod == WINED3DSPSM_DZ)
2035 swizzle_coord = TRUE;
2036 myflags |= TEX_PROJ;
2037 } else if(src_mod == WINED3DSPSM_DW) {
2038 myflags |= TEX_PROJ;
2040 } else {
2041 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2042 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2045 if (swizzle_coord)
2047 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2048 * reg_coord is a read-only varying register, so we need a temp reg */
2049 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2050 strcpy(reg_coord, "TA");
2053 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2056 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2058 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2059 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2060 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2061 ins->ctx->reg_maps->shader_version.minor);
2062 char dst_str[50];
2064 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2066 DWORD reg = dst->reg.idx[0].offset;
2068 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2069 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2070 } else {
2071 char reg_src[40];
2073 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2074 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2075 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2079 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2081 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2082 DWORD flags = 0;
2084 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2085 char dst_str[50];
2086 char src_str[50];
2088 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2089 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2090 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2091 /* Move .x first in case src_str is "TA" */
2092 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2093 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2094 if (reg1 < MAX_TEXTURES)
2096 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2097 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2099 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2102 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2104 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2106 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2107 char dst_str[50];
2108 char src_str[50];
2110 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2111 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2112 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2113 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2114 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2115 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2118 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2120 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2121 char dst_str[50];
2122 char src_str[50];
2124 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2125 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2126 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2127 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2130 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2132 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2133 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2134 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2135 char reg_coord[40], dst_reg[50], src_reg[50];
2136 DWORD reg_dest_code;
2138 /* All versions have a destination register. The Tx where the texture coordinates come
2139 * from is the varying incarnation of the texture register
2141 reg_dest_code = dst->reg.idx[0].offset;
2142 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2143 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2144 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2146 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2147 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2149 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2150 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2152 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2153 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2154 * extension.
2156 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2157 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2158 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2159 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2161 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2162 * so we can't let the GL handle this.
2164 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2165 & WINED3D_PSARGS_PROJECTED)
2167 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2168 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2169 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2170 } else {
2171 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2174 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2176 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2178 /* No src swizzles are allowed, so this is ok */
2179 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2180 src_reg, reg_dest_code, reg_dest_code);
2181 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2185 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2187 DWORD reg = ins->dst[0].reg.idx[0].offset;
2188 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2189 char src0_name[50], dst_name[50];
2190 BOOL is_color;
2191 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2193 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2194 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2195 * T<reg+1> register. Use this register to store the calculated vector
2197 tmp_reg.idx[0].offset = reg + 1;
2198 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2199 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2202 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2204 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2205 DWORD flags;
2206 DWORD reg = ins->dst[0].reg.idx[0].offset;
2207 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2208 char dst_str[50];
2209 char src0_name[50];
2210 char dst_reg[50];
2211 BOOL is_color;
2213 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2214 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2216 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2217 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2218 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2219 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2220 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2223 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2225 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2226 DWORD reg = ins->dst[0].reg.idx[0].offset;
2227 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2228 char src0_name[50], dst_name[50];
2229 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2230 BOOL is_color;
2232 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2233 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2234 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2236 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2237 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2239 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2240 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2241 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2242 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2245 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2247 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2248 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2249 DWORD flags;
2250 DWORD reg = ins->dst[0].reg.idx[0].offset;
2251 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2252 char dst_str[50];
2253 char src0_name[50], dst_name[50];
2254 BOOL is_color;
2256 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2257 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2258 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2260 /* Sample the texture using the calculated coordinates */
2261 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2262 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2263 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2264 tex_mx->current_row = 0;
2267 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2269 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2270 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2271 DWORD flags;
2272 DWORD reg = ins->dst[0].reg.idx[0].offset;
2273 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2274 char dst_str[50];
2275 char src0_name[50];
2276 char dst_reg[50];
2277 BOOL is_color;
2279 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2280 * components for temporary data storage
2282 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2283 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2284 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2286 /* Construct the eye-ray vector from w coordinates */
2287 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2288 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2289 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2291 /* Calculate reflection vector
2293 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2294 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2295 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2296 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2297 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2298 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2299 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2301 /* Sample the texture using the calculated coordinates */
2302 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2303 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2304 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2305 tex_mx->current_row = 0;
2308 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2310 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2311 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2312 DWORD flags;
2313 DWORD reg = ins->dst[0].reg.idx[0].offset;
2314 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2315 char dst_str[50];
2316 char src0_name[50];
2317 char src1_name[50];
2318 char dst_reg[50];
2319 BOOL is_color;
2321 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2322 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2323 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2324 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2325 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2327 /* Calculate reflection vector.
2329 * dot(N, E)
2330 * dst_reg.xyz = 2 * --------- * N - E
2331 * dot(N, N)
2333 * Which normalizes the normal vector
2335 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2336 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2337 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2338 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2339 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2340 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2342 /* Sample the texture using the calculated coordinates */
2343 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2344 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2345 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2346 tex_mx->current_row = 0;
2349 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2351 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2352 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2353 char dst_name[50];
2354 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2355 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2357 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2358 * which is essentially an input, is the destination register because it is the first
2359 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2360 * here(writemasks/swizzles are not valid on texdepth)
2362 shader_arb_get_dst_param(ins, dst, dst_name);
2364 /* According to the msdn, the source register(must be r5) is unusable after
2365 * the texdepth instruction, so we're free to modify it
2367 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2369 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2370 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2371 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2373 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2374 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2375 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2376 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2379 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2380 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2381 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2382 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2384 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2385 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2386 char src0[50];
2387 char dst_str[50];
2389 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2390 shader_addline(buffer, "MOV TB, 0.0;\n");
2391 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2393 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2394 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2397 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2398 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2399 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2401 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2402 char src0[50];
2403 char dst_str[50];
2404 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2406 /* Handle output register */
2407 shader_arb_get_dst_param(ins, dst, dst_str);
2408 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2409 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2412 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2413 * Perform the 3rd row of a 3x3 matrix multiply */
2414 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2416 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2417 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2418 char dst_str[50], dst_name[50];
2419 char src0[50];
2420 BOOL is_color;
2422 shader_arb_get_dst_param(ins, dst, dst_str);
2423 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2424 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2425 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2426 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2429 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2430 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2431 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2432 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2434 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2436 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2437 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2438 char src0[50], dst_name[50];
2439 BOOL is_color;
2440 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2441 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2443 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2444 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2445 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2447 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2448 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2449 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2451 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2452 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2453 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2454 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2457 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2458 Vertex/Pixel shaders to ARB_vertex_program codes */
2459 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2461 int i;
2462 int nComponents = 0;
2463 struct wined3d_shader_dst_param tmp_dst = {{0}};
2464 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2465 struct wined3d_shader_instruction tmp_ins;
2467 memset(&tmp_ins, 0, sizeof(tmp_ins));
2469 /* Set constants for the temporary argument */
2470 tmp_ins.ctx = ins->ctx;
2471 tmp_ins.dst_count = 1;
2472 tmp_ins.dst = &tmp_dst;
2473 tmp_ins.src_count = 2;
2474 tmp_ins.src = tmp_src;
2476 switch(ins->handler_idx)
2478 case WINED3DSIH_M4x4:
2479 nComponents = 4;
2480 tmp_ins.handler_idx = WINED3DSIH_DP4;
2481 break;
2482 case WINED3DSIH_M4x3:
2483 nComponents = 3;
2484 tmp_ins.handler_idx = WINED3DSIH_DP4;
2485 break;
2486 case WINED3DSIH_M3x4:
2487 nComponents = 4;
2488 tmp_ins.handler_idx = WINED3DSIH_DP3;
2489 break;
2490 case WINED3DSIH_M3x3:
2491 nComponents = 3;
2492 tmp_ins.handler_idx = WINED3DSIH_DP3;
2493 break;
2494 case WINED3DSIH_M3x2:
2495 nComponents = 2;
2496 tmp_ins.handler_idx = WINED3DSIH_DP3;
2497 break;
2498 default:
2499 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2500 break;
2503 tmp_dst = ins->dst[0];
2504 tmp_src[0] = ins->src[0];
2505 tmp_src[1] = ins->src[1];
2506 for (i = 0; i < nComponents; ++i)
2508 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2509 shader_hw_map2gl(&tmp_ins);
2510 ++tmp_src[1].reg.idx[0].offset;
2514 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2516 *need_abs = FALSE;
2518 switch(mod)
2520 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2521 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2522 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2523 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2524 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2525 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2526 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2527 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2528 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2529 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2530 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2531 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2532 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2534 FIXME("Unknown modifier %u\n", mod);
2535 return mod;
2538 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2540 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2541 const char *instruction;
2542 struct wined3d_shader_src_param src0_copy = ins->src[0];
2543 BOOL need_abs = FALSE;
2545 char dst[50];
2546 char src[50];
2548 switch(ins->handler_idx)
2550 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2551 case WINED3DSIH_RCP: instruction = "RCP"; break;
2552 case WINED3DSIH_EXPP:
2553 if (ins->ctx->reg_maps->shader_version.major < 2)
2555 instruction = "EXP";
2556 break;
2558 /* Drop through. */
2559 case WINED3DSIH_EXP:
2560 instruction = "EX2";
2561 break;
2562 case WINED3DSIH_LOG:
2563 case WINED3DSIH_LOGP:
2564 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2565 * instruction, but notice that the output of those instructions is
2566 * different. */
2567 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2568 instruction = "LG2";
2569 break;
2570 default: instruction = "";
2571 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2572 break;
2575 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2576 * .w is used. */
2577 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2579 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2580 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2582 if(need_abs)
2584 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2585 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2587 else
2589 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2594 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2596 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2597 char dst_name[50];
2598 char src_name[50];
2599 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2600 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2601 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2603 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2604 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2606 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2607 * otherwise NRM or RSQ would return NaN */
2608 if(pshader && priv->target_version >= NV3)
2610 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2612 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2614 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2615 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2616 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2618 else if(priv->target_version >= NV2)
2620 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2621 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2622 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2623 src_name);
2625 else
2627 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2629 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2630 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2631 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2633 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2634 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2636 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2637 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2638 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2639 src_name);
2643 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2645 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2646 char dst_name[50];
2647 char src_name[3][50];
2649 /* ARB_fragment_program has a convenient LRP instruction */
2650 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2651 shader_hw_map2gl(ins);
2652 return;
2655 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2656 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2657 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2658 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2660 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2661 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2662 dst_name, src_name[0], src_name[2]);
2665 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2667 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2668 * must contain fixed constants. So we need a separate function to filter those constants and
2669 * can't use map2gl
2671 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2672 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2673 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2674 char dst_name[50];
2675 char src_name0[50], src_name1[50], src_name2[50];
2676 BOOL is_color;
2678 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2679 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2680 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2681 /* No modifiers are supported on SCS */
2682 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2684 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2686 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2687 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2689 } else if(priv->target_version >= NV2) {
2690 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2692 /* Sincos writemask must be .x, .y or .xy */
2693 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2694 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2695 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2696 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2697 } else {
2698 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2699 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2701 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2702 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2704 * The constants we get are:
2706 * +1 +1, -1 -1 +1 +1 -1 -1
2707 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2708 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2710 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2712 * (x/2)^2 = x^2 / 4
2713 * (x/2)^3 = x^3 / 8
2714 * (x/2)^4 = x^4 / 16
2715 * (x/2)^5 = x^5 / 32
2716 * etc
2718 * To get the final result:
2719 * sin(x) = 2 * sin(x/2) * cos(x/2)
2720 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2721 * (from sin(x+y) and cos(x+y) rules)
2723 * As per MSDN, dst.z is undefined after the operation, and so is
2724 * dst.x and dst.y if they're masked out by the writemask. Ie
2725 * sincos dst.y, src1, c0, c1
2726 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2727 * vsa.exe also stops with an error if the dest register is the same register as the source
2728 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2729 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2731 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2732 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2733 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2735 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2736 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2737 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2738 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2739 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2740 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2742 /* sin(x/2)
2744 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2745 * properly merge that with MULs in the code above?
2746 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2747 * we can merge the sine and cosine MAD rows to calculate them together.
2749 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2750 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2751 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2752 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2754 /* cos(x/2) */
2755 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2756 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2757 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2759 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2760 /* cos x */
2761 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2762 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2764 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2765 /* sin x */
2766 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2767 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2772 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2774 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2775 char dst_name[50];
2776 char src_name[50];
2777 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2779 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2780 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2782 /* SGN is only valid in vertex shaders */
2783 if(ctx->target_version >= NV2) {
2784 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2785 return;
2788 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2789 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2791 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2792 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2793 } else {
2794 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2795 * Then use TA, and calculate the final result
2797 * Not reading from TA? Store the first result in TA to avoid overwriting the
2798 * destination if src reg = dst reg
2800 if(strstr(src_name, "TA"))
2802 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2803 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2804 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2806 else
2808 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2809 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2810 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2815 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2817 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2818 char src[50];
2819 char dst[50];
2820 char dst_name[50];
2821 BOOL is_color;
2823 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2824 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2825 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2827 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2828 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2831 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2833 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2834 char src0[50], src1[50], dst[50];
2835 struct wined3d_shader_src_param src0_copy = ins->src[0];
2836 BOOL need_abs = FALSE;
2837 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2838 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2840 /* POW operates on the absolute value of the input */
2841 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2843 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2844 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2845 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2847 if (need_abs)
2848 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2849 else
2850 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2852 if (priv->target_version >= NV2)
2854 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2855 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2856 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2858 else
2860 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2861 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2863 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2864 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2865 /* Possibly add flt_eps to avoid getting float special values */
2866 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2867 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2868 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2869 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2873 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2875 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2876 char src_name[50];
2877 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2879 /* src0 is aL */
2880 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2882 if(vshader)
2884 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2885 struct list *e = list_head(&priv->control_frames);
2886 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2888 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2889 /* The constant loader makes sure to load -1 into iX.w */
2890 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2891 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2892 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2894 else
2896 shader_addline(buffer, "LOOP %s;\n", src_name);
2900 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2902 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2903 char src_name[50];
2904 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2906 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2908 /* The constant loader makes sure to load -1 into iX.w */
2909 if(vshader)
2911 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2912 struct list *e = list_head(&priv->control_frames);
2913 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2915 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2917 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2918 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2919 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2921 else
2923 shader_addline(buffer, "REP %s;\n", src_name);
2927 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2929 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2930 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2932 if(vshader)
2934 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2935 struct list *e = list_head(&priv->control_frames);
2936 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2938 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2939 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2940 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2942 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2944 else
2946 shader_addline(buffer, "ENDLOOP;\n");
2950 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2952 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2953 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2955 if(vshader)
2957 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2958 struct list *e = list_head(&priv->control_frames);
2959 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2961 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2962 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2963 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2965 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2967 else
2969 shader_addline(buffer, "ENDREP;\n");
2973 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2975 struct control_frame *control_frame;
2977 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2979 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2981 ERR("Could not find loop for break\n");
2982 return NULL;
2985 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2987 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2988 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2989 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2991 if(vshader)
2993 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2995 else
2997 shader_addline(buffer, "BRK;\n");
3001 static const char *get_compare(enum wined3d_shader_rel_op op)
3003 switch (op)
3005 case WINED3D_SHADER_REL_OP_GT: return "GT";
3006 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
3007 case WINED3D_SHADER_REL_OP_GE: return "GE";
3008 case WINED3D_SHADER_REL_OP_LT: return "LT";
3009 case WINED3D_SHADER_REL_OP_NE: return "NE";
3010 case WINED3D_SHADER_REL_OP_LE: return "LE";
3011 default:
3012 FIXME("Unrecognized operator %#x.\n", op);
3013 return "(\?\?)";
3017 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3019 switch (op)
3021 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3022 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3023 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3024 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3025 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3026 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3027 default:
3028 FIXME("Unrecognized operator %#x.\n", op);
3029 return -1;
3033 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3035 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3036 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3037 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3038 char src_name0[50];
3039 char src_name1[50];
3040 const char *comp = get_compare(ins->flags);
3042 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3043 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3045 if(vshader)
3047 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3048 * away the subtraction result
3050 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3051 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3053 else
3055 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3056 shader_addline(buffer, "BRK (%s.x);\n", comp);
3060 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3062 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3063 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3064 struct list *e = list_head(&priv->control_frames);
3065 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3066 const char *comp;
3067 char src_name0[50];
3068 char src_name1[50];
3069 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3071 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3072 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3074 if(vshader)
3076 /* Invert the flag. We jump to the else label if the condition is NOT true */
3077 comp = get_compare(invert_compare(ins->flags));
3078 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3079 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3081 else
3083 comp = get_compare(ins->flags);
3084 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3085 shader_addline(buffer, "IF %s.x;\n", comp);
3089 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3091 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3092 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3093 struct list *e = list_head(&priv->control_frames);
3094 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3095 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3097 if(vshader)
3099 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3100 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3101 control_frame->had_else = TRUE;
3103 else
3105 shader_addline(buffer, "ELSE;\n");
3109 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3111 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3112 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3113 struct list *e = list_head(&priv->control_frames);
3114 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3115 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3117 if(vshader)
3119 if(control_frame->had_else)
3121 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3123 else
3125 shader_addline(buffer, "#No else branch. else is endif\n");
3126 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3129 else
3131 shader_addline(buffer, "ENDIF;\n");
3135 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3137 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3138 char reg_dest[40];
3139 char reg_src[3][40];
3140 WORD flags = TEX_DERIV;
3142 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3143 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3144 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3145 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3147 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3148 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3150 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3153 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3155 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3156 char reg_dest[40];
3157 char reg_coord[40];
3158 WORD flags = TEX_LOD;
3160 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3161 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3163 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3164 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3166 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3169 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3171 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3172 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3174 priv->in_main_func = FALSE;
3175 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3176 * subroutine, don't generate a label that will make GL complain
3178 if(priv->target_version == ARB) return;
3180 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3183 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3184 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3185 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3186 struct wined3d_string_buffer *buffer)
3188 unsigned int i;
3190 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3191 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3192 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3193 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3195 if (args->super.fog_src == VS_FOG_Z)
3197 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3199 else
3201 if (!reg_maps->fog)
3203 /* posFixup.x is always 1.0, so we can safely use it */
3204 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3206 else
3208 /* Clamp fogcoord */
3209 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3210 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3212 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3213 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3217 /* Clipplanes are always stored without y inversion */
3218 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3220 if (args->super.clip_enabled)
3222 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3224 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3228 else if (args->clip.boolclip.clip_texcoord)
3230 static const char component[4] = {'x', 'y', 'z', 'w'};
3231 unsigned int cur_clip = 0;
3232 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3234 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3236 if (args->clip.boolclip.clipplane_mask & (1u << i))
3238 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3239 component[cur_clip++], i);
3242 switch (cur_clip)
3244 case 0:
3245 shader_addline(buffer, "MOV TA, %s;\n", zero);
3246 break;
3247 case 1:
3248 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3249 break;
3250 case 2:
3251 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3252 break;
3253 case 3:
3254 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3255 break;
3257 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3258 args->clip.boolclip.clip_texcoord - 1);
3261 /* Write the final position.
3263 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3264 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3265 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3266 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3268 if (!gl_info->supported[ARB_CLIP_CONTROL])
3270 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3271 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3272 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3274 /* Z coord [0;1]->[-1;1] mapping, see comment in
3275 * get_projection_matrix() in utils.c. */
3276 if (need_helper_const(shader_data, reg_maps, gl_info))
3278 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3279 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3281 else
3283 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3284 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3288 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3290 priv_ctx->footer_written = TRUE;
3293 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3295 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3296 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3297 const struct wined3d_shader *shader = ins->ctx->shader;
3298 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3300 if(priv->target_version == ARB) return;
3302 if(vshader)
3304 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3305 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3308 shader_addline(buffer, "RET;\n");
3311 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3313 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3314 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3317 static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3319 const char *ptr, *line;
3320 GLint native, pos;
3322 if (TRACE_ON(d3d_shader))
3324 ptr = src;
3325 while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3328 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3329 checkGLcall("glProgramStringARB()");
3331 if (FIXME_ON(d3d_shader))
3333 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3334 if (pos != -1)
3336 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3337 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3338 ptr = src;
3339 while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3340 FIXME_(d3d_shader)("\n");
3342 return FALSE;
3346 if (WARN_ON(d3d_perf))
3348 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3349 checkGLcall("glGetProgramivARB()");
3350 if (!native)
3351 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3354 return TRUE;
3357 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3358 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3360 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3362 if(condcode)
3364 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3365 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3366 /* Calculate the > 0.0031308 case */
3367 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3368 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3369 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3370 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3371 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3372 /* Calculate the < case */
3373 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3375 else
3377 /* Calculate the > 0.0031308 case */
3378 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3379 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3380 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3381 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3382 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3383 /* Calculate the < case */
3384 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3385 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3386 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3387 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3388 /* Store the components > 0.0031308 in the destination */
3389 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3390 /* Add the components that are < 0.0031308 */
3391 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3392 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3393 * result.color writes(.rgb first, then .a), or handle overwriting already written
3394 * components. The assembler uses a temporary register in this case, which is usually
3395 * not allocated from one of our registers that were used earlier.
3398 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3401 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3403 const struct wined3d_shader_lconst *constant;
3405 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3407 if (constant->idx == idx)
3409 return constant->value;
3412 return NULL;
3415 static void init_ps_input(const struct wined3d_shader *shader,
3416 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3418 static const char * const texcoords[8] =
3420 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3421 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3423 unsigned int i;
3424 const struct wined3d_shader_signature_element *input;
3425 const char *semantic_name;
3426 DWORD semantic_idx;
3428 switch(args->super.vp_mode)
3430 case pretransformed:
3431 case fixedfunction:
3432 /* The pixelshader has to collect the varyings on its own. In any case properly load
3433 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3434 * other attribs to 0.0.
3436 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3437 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3438 * load the texcoord attrib pointers to match the pixel shader signature
3440 for (i = 0; i < shader->input_signature.element_count; ++i)
3442 input = &shader->input_signature.elements[i];
3443 if (!(semantic_name = input->semantic_name))
3444 continue;
3445 semantic_idx = input->semantic_idx;
3447 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3449 if (!semantic_idx)
3450 priv->ps_input[input->register_idx] = "fragment.color.primary";
3451 else if (semantic_idx == 1)
3452 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3453 else
3454 priv->ps_input[input->register_idx] = "0.0";
3456 else if (args->super.vp_mode == fixedfunction)
3458 priv->ps_input[input->register_idx] = "0.0";
3460 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3462 if (semantic_idx < 8)
3463 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3464 else
3465 priv->ps_input[input->register_idx] = "0.0";
3467 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3469 if (!semantic_idx)
3470 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3471 else
3472 priv->ps_input[input->register_idx] = "0.0";
3474 else
3476 priv->ps_input[input->register_idx] = "0.0";
3479 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3480 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3482 break;
3484 case vertexshader:
3485 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3486 * fragment.color
3488 for(i = 0; i < 8; i++)
3490 priv->ps_input[i] = texcoords[i];
3492 priv->ps_input[8] = "fragment.color.primary";
3493 priv->ps_input[9] = "fragment.color.secondary";
3494 break;
3498 static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
3499 const char *fragcolor, const char *tmp)
3501 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3502 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3503 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3506 /* Context activation is done by the caller. */
3507 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3508 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3509 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3511 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3512 GLuint retval;
3513 char fragcolor[16];
3514 DWORD next_local = 0;
3515 struct shader_arb_ctx_priv priv_ctx;
3516 BOOL dcl_td = FALSE;
3517 BOOL want_nv_prog = FALSE;
3518 struct arb_pshader_private *shader_priv = shader->backend_data;
3519 DWORD map;
3520 BOOL custom_linear_fog = FALSE;
3522 char srgbtmp[4][4];
3523 char ftoa_tmp[17];
3524 unsigned int i, found = 0;
3526 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3528 if (!(map & 1)
3529 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3530 || (reg_maps->shader_version.major < 2 && !i))
3531 continue;
3533 sprintf(srgbtmp[found], "R%u", i);
3534 ++found;
3535 if (found == 4) break;
3538 switch(found) {
3539 case 0:
3540 sprintf(srgbtmp[0], "TA");
3541 sprintf(srgbtmp[1], "TB");
3542 sprintf(srgbtmp[2], "TC");
3543 sprintf(srgbtmp[3], "TD");
3544 dcl_td = TRUE;
3545 break;
3546 case 1:
3547 sprintf(srgbtmp[1], "TA");
3548 sprintf(srgbtmp[2], "TB");
3549 sprintf(srgbtmp[3], "TC");
3550 break;
3551 case 2:
3552 sprintf(srgbtmp[2], "TA");
3553 sprintf(srgbtmp[3], "TB");
3554 break;
3555 case 3:
3556 sprintf(srgbtmp[3], "TA");
3557 break;
3558 case 4:
3559 break;
3562 /* Create the hw ARB shader */
3563 memset(&priv_ctx, 0, sizeof(priv_ctx));
3564 priv_ctx.cur_ps_args = args;
3565 priv_ctx.compiled_fprog = compiled;
3566 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3567 init_ps_input(shader, args, &priv_ctx);
3568 list_init(&priv_ctx.control_frames);
3569 priv_ctx.ps_post_process = args->super.srgb_correction;
3571 /* Avoid enabling NV_fragment_program* if we do not need it.
3573 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3574 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3575 * is faster than what we gain from using higher native instructions. There are some things though
3576 * that cannot be emulated. In that case enable the extensions.
3577 * If the extension is enabled, instruction handlers that support both ways will use it.
3579 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3580 * So enable the best we can get.
3582 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3583 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3585 want_nv_prog = TRUE;
3588 shader_addline(buffer, "!!ARBfp1.0\n");
3589 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3591 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3592 priv_ctx.target_version = NV3;
3594 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3596 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3597 priv_ctx.target_version = NV2;
3598 } else {
3599 if(want_nv_prog)
3601 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3602 * limits properly
3604 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3605 ERR("Try GLSL\n");
3607 priv_ctx.target_version = ARB;
3610 if (reg_maps->rt_mask > 1)
3612 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3615 if (reg_maps->shader_version.major < 3)
3617 switch (args->super.fog)
3619 case WINED3D_FFP_PS_FOG_OFF:
3620 break;
3621 case WINED3D_FFP_PS_FOG_LINEAR:
3622 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3624 custom_linear_fog = TRUE;
3625 priv_ctx.ps_post_process = TRUE;
3626 break;
3628 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3629 break;
3630 case WINED3D_FFP_PS_FOG_EXP:
3631 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3632 break;
3633 case WINED3D_FFP_PS_FOG_EXP2:
3634 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3635 break;
3639 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3640 * unused temps away(but occupies them for the whole shader if they're used once). Always
3641 * declaring them avoids tricky bookkeeping work
3643 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3644 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3645 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3646 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3647 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3648 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3649 wined3d_ftoa(eps, ftoa_tmp);
3650 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3652 if (reg_maps->shader_version.major < 2)
3654 strcpy(fragcolor, "R0");
3656 else
3658 if (priv_ctx.ps_post_process)
3660 if (shader->u.ps.color0_mov)
3662 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3664 else
3666 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3667 strcpy(fragcolor, "TMP_COLOR");
3669 } else {
3670 strcpy(fragcolor, "result.color");
3674 if (args->super.srgb_correction)
3676 shader_addline(buffer, "PARAM srgb_consts0 = ");
3677 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
3678 shader_addline(buffer, ";\n");
3679 shader_addline(buffer, "PARAM srgb_consts1 = ");
3680 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
3681 shader_addline(buffer, ";\n");
3684 /* Base Declarations */
3685 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3687 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3689 unsigned char bump_const;
3691 if (!(map & 1)) continue;
3693 bump_const = compiled->numbumpenvmatconsts;
3694 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3695 compiled->bumpenvmatconst[bump_const].texunit = i;
3696 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3697 compiled->luminanceconst[bump_const].texunit = i;
3699 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3700 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3701 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3702 * textures due to conditional NP2 restrictions)
3704 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3705 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3706 * their location is shader dependent anyway and they cannot be loaded globally.
3708 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3709 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3710 i, compiled->bumpenvmatconst[bump_const].const_num);
3711 compiled->numbumpenvmatconsts = bump_const + 1;
3713 if (!(reg_maps->luminanceparams & (1u << i)))
3714 continue;
3716 compiled->luminanceconst[bump_const].const_num = next_local++;
3717 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3718 i, compiled->luminanceconst[bump_const].const_num);
3721 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
3723 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3724 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
3726 const DWORD *control_values = find_loop_control_values(shader, i);
3728 if(control_values)
3730 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3731 control_values[0], control_values[1], control_values[2]);
3733 else
3735 compiled->int_consts[i] = next_local;
3736 compiled->num_int_consts++;
3737 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3742 if(reg_maps->vpos || reg_maps->usesdsy)
3744 compiled->ycorrection = next_local;
3745 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3747 if(reg_maps->vpos)
3749 shader_addline(buffer, "TEMP vpos;\n");
3750 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3751 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3752 * ycorrection.z: 1.0
3753 * ycorrection.w: 0.0
3755 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3756 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3759 else
3761 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3764 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3765 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3766 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3767 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3768 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3769 * shader compilation errors and the subsequent errors when drawing with this shader. */
3770 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3771 unsigned char cur_fixup_sampler = 0;
3773 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3774 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3775 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3777 fixup->offset = next_local;
3778 fixup->super.active = 0;
3780 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3782 if (!(map & (1u << i)))
3783 continue;
3785 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts)
3787 fixup->super.active |= (1u << i);
3788 fixup->super.idx[i] = cur_fixup_sampler++;
3790 else
3792 FIXME("No free constant found to load NP2 fixup data into shader. "
3793 "Sampling from this texture will probably look wrong.\n");
3794 break;
3798 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3799 if (fixup->super.num_consts) {
3800 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3801 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3805 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3807 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3810 /* Base Shader Body */
3811 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
3812 return 0;
3814 if(args->super.srgb_correction) {
3815 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3816 priv_ctx.target_version >= NV2);
3819 if (custom_linear_fog)
3820 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3822 if(strcmp(fragcolor, "result.color")) {
3823 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3825 shader_addline(buffer, "END\n");
3827 /* TODO: change to resource.glObjectHandle or something like that */
3828 GL_EXTCALL(glGenProgramsARB(1, &retval));
3830 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3831 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3833 TRACE("Created hw pixel shader, prg=%d\n", retval);
3834 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3835 return 0;
3837 return retval;
3840 static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3842 unsigned int i;
3843 int ret;
3845 if (sig1->element_count != sig2->element_count)
3846 return sig1->element_count < sig2->element_count ? -1 : 1;
3848 for (i = 0; i < sig1->element_count; ++i)
3850 const struct wined3d_shader_signature_element *e1, *e2;
3852 e1 = &sig1->elements[i];
3853 e2 = &sig2->elements[i];
3855 if (!e1->semantic_name || !e2->semantic_name)
3857 /* Compare pointers, not contents. One string is NULL (element
3858 * does not exist), the other one is not NULL. */
3859 if (e1->semantic_name != e2->semantic_name)
3860 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3861 continue;
3864 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3865 return ret;
3866 if (e1->semantic_idx != e2->semantic_idx)
3867 return e1->semantic_idx < e2->semantic_idx ? -1 : 1;
3868 if (e1->sysval_semantic != e2->sysval_semantic)
3869 return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1;
3870 if (e1->component_type != e2->component_type)
3871 return e1->component_type < e2->component_type ? -1 : 1;
3872 if (e1->register_idx != e2->register_idx)
3873 return e1->register_idx < e2->register_idx ? -1 : 1;
3874 if (e1->mask != e2->mask)
3875 return e1->mask < e2->mask ? -1 : 1;
3877 return 0;
3880 static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
3882 unsigned int i;
3883 char *name;
3885 new->element_count = sig->element_count;
3886 new->elements = wined3d_calloc(new->element_count, sizeof(*new->elements));
3887 for (i = 0; i < sig->element_count; ++i)
3889 new->elements[i] = sig->elements[i];
3891 if (!new->elements[i].semantic_name)
3892 continue;
3894 /* Clone the semantic string */
3895 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig->elements[i].semantic_name) + 1);
3896 strcpy(name, sig->elements[i].semantic_name);
3897 new->elements[i].semantic_name = name;
3901 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
3903 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3904 struct ps_signature *found_sig;
3906 if (entry)
3908 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3909 TRACE("Found existing signature %u\n", found_sig->idx);
3910 return found_sig->idx;
3912 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*found_sig));
3913 clone_sig(&found_sig->sig, sig);
3914 found_sig->idx = priv->ps_sig_number++;
3915 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3916 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3918 ERR("Failed to insert program entry.\n");
3920 return found_sig->idx;
3923 static void init_output_registers(const struct wined3d_shader *shader,
3924 const struct wined3d_shader_signature *ps_input_sig,
3925 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3927 unsigned int i, j;
3928 static const char * const texcoords[8] =
3930 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3931 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3933 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3934 * and varying 9 to result.color.secondary
3936 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3938 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3939 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3940 "result.color.primary", "result.color.secondary"
3943 if (!ps_input_sig)
3945 TRACE("Pixel shader uses builtin varyings\n");
3946 /* Map builtins to builtins */
3947 for(i = 0; i < 8; i++)
3949 priv_ctx->texcrd_output[i] = texcoords[i];
3951 priv_ctx->color_output[0] = "result.color.primary";
3952 priv_ctx->color_output[1] = "result.color.secondary";
3953 priv_ctx->fog_output = "TMP_FOGCOORD";
3955 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3956 for (i = 0; i < shader->output_signature.element_count; ++i)
3958 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
3960 if (!output->semantic_name)
3961 continue;
3963 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
3965 TRACE("o%u is TMP_OUT\n", output->register_idx);
3966 if (!output->semantic_idx)
3967 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
3968 else
3969 priv_ctx->vs_output[output->register_idx] = "TA";
3971 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
3973 TRACE("o%u is result.pointsize\n", output->register_idx);
3974 if (!output->semantic_idx)
3975 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
3976 else
3977 priv_ctx->vs_output[output->register_idx] = "TA";
3979 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
3981 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
3982 if (!output->semantic_idx)
3983 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
3984 else if (output->semantic_idx == 1)
3985 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
3986 else priv_ctx->vs_output[output->register_idx] = "TA";
3988 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3990 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
3991 if (output->semantic_idx >= 8)
3992 priv_ctx->vs_output[output->register_idx] = "TA";
3993 else
3994 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
3996 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
3998 TRACE("o%u is result.fogcoord\n", output->register_idx);
3999 if (output->semantic_idx > 0)
4000 priv_ctx->vs_output[output->register_idx] = "TA";
4001 else
4002 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
4004 else
4006 priv_ctx->vs_output[output->register_idx] = "TA";
4009 return;
4012 TRACE("Pixel shader uses declared varyings\n");
4014 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4015 for(i = 0; i < 8; i++)
4017 priv_ctx->texcrd_output[i] = "TA";
4019 priv_ctx->color_output[0] = "TA";
4020 priv_ctx->color_output[1] = "TA";
4021 priv_ctx->fog_output = "TA";
4023 for (i = 0; i < ps_input_sig->element_count; ++i)
4025 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4027 if (!input->semantic_name)
4028 continue;
4030 /* If a declared input register is not written by builtin arguments, don't write to it.
4031 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4033 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4034 * to TMP_OUT in any case
4036 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4038 if (input->semantic_idx < 8)
4039 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4041 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4043 if (input->semantic_idx < 2)
4044 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4046 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4048 if (!input->semantic_idx)
4049 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4051 else
4053 continue;
4056 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4057 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4059 compiled->need_color_unclamp = TRUE;
4063 /* Map declared to declared */
4064 for (i = 0; i < shader->output_signature.element_count; ++i)
4066 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4068 /* Write unread output to TA to throw them away */
4069 priv_ctx->vs_output[output->register_idx] = "TA";
4071 if (!output->semantic_name)
4072 continue;
4074 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
4076 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4077 continue;
4079 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
4081 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4082 continue;
4085 for (j = 0; j < ps_input_sig->element_count; ++j)
4087 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4089 if (!input->semantic_name)
4090 continue;
4092 if (!strcmp(input->semantic_name, output->semantic_name)
4093 && input->semantic_idx == output->semantic_idx)
4095 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4097 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4098 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4100 compiled->need_color_unclamp = TRUE;
4107 /* Context activation is done by the caller. */
4108 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4109 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4110 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4111 const struct wined3d_shader_signature *ps_input_sig)
4113 const struct arb_vshader_private *shader_data = shader->backend_data;
4114 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4115 struct shader_arb_priv *priv = shader->device->shader_priv;
4116 GLuint ret;
4117 DWORD next_local = 0;
4118 struct shader_arb_ctx_priv priv_ctx;
4119 unsigned int i;
4121 memset(&priv_ctx, 0, sizeof(priv_ctx));
4122 priv_ctx.cur_vs_args = args;
4123 list_init(&priv_ctx.control_frames);
4124 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4126 /* Create the hw ARB shader */
4127 shader_addline(buffer, "!!ARBvp1.0\n");
4129 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4130 * mesurable performance penalty, and we can always make use of it for clipplanes.
4132 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4134 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4135 priv_ctx.target_version = NV3;
4136 shader_addline(buffer, "ADDRESS aL;\n");
4138 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4140 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4141 priv_ctx.target_version = NV2;
4142 shader_addline(buffer, "ADDRESS aL;\n");
4143 } else {
4144 priv_ctx.target_version = ARB;
4147 shader_addline(buffer, "TEMP TMP_OUT;\n");
4148 if (reg_maps->fog)
4149 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4150 if (need_helper_const(shader_data, reg_maps, gl_info))
4152 char ftoa_tmp[17];
4153 wined3d_ftoa(eps, ftoa_tmp);
4154 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4156 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4158 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4159 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4162 shader_addline(buffer, "TEMP TA;\n");
4163 shader_addline(buffer, "TEMP TB;\n");
4165 /* Base Declarations */
4166 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4167 &priv_ctx.vs_clipplanes, &priv_ctx);
4169 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4171 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4172 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
4174 const DWORD *control_values = find_loop_control_values(shader, i);
4176 if(control_values)
4178 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4179 control_values[0], control_values[1], control_values[2]);
4181 else
4183 compiled->int_consts[i] = next_local;
4184 compiled->num_int_consts++;
4185 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4190 /* We need a constant to fixup the final position */
4191 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4192 compiled->pos_fixup = next_local++;
4194 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4195 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4196 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4197 * a replacement shader depend on the texcoord.w being set properly.
4199 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4200 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4201 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4202 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4203 * this can eat a number of instructions, so skip it unless this cap is set as well
4205 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4207 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4208 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4210 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4212 int i;
4213 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4214 for(i = 0; i < MAX_REG_TEXCRD; i++)
4216 if (reg_maps->u.texcoord_mask[i] && reg_maps->u.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4217 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4222 /* The shader starts with the main function */
4223 priv_ctx.in_main_func = TRUE;
4224 /* Base Shader Body */
4225 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
4226 return -1;
4228 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4229 shader_data, args, reg_maps, gl_info, buffer);
4231 shader_addline(buffer, "END\n");
4233 /* TODO: change to resource.glObjectHandle or something like that */
4234 GL_EXTCALL(glGenProgramsARB(1, &ret));
4236 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4237 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4239 TRACE("Created hw vertex shader, prg=%d\n", ret);
4240 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4241 return -1;
4243 return ret;
4246 /* Context activation is done by the caller. */
4247 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4248 const struct arb_ps_compile_args *args)
4250 struct wined3d_device *device = shader->device;
4251 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4252 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4253 UINT i;
4254 DWORD new_size;
4255 struct arb_ps_compiled_shader *new_array;
4256 struct wined3d_string_buffer buffer;
4257 struct arb_pshader_private *shader_data;
4258 GLuint ret;
4260 if (!shader->backend_data)
4262 struct shader_arb_priv *priv = device->shader_priv;
4264 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4265 shader_data = shader->backend_data;
4266 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4268 if (shader->reg_maps.shader_version.major < 3)
4269 shader_data->input_signature_idx = ~0U;
4270 else
4271 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4273 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4275 if (!d3d_info->vs_clipping)
4276 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4277 d3d_info->limits.ffp_blend_stages - 1);
4278 else
4279 shader_data->clipplane_emulation = ~0U;
4281 shader_data = shader->backend_data;
4283 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4284 * so a linear search is more performant than a hashmap or a binary search
4285 * (cache coherency etc)
4287 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4289 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4290 return &shader_data->gl_shaders[i];
4293 TRACE("No matching GL shader found, compiling a new shader\n");
4294 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4295 if (shader_data->num_gl_shaders)
4297 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4298 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4299 new_size * sizeof(*shader_data->gl_shaders));
4300 } else {
4301 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4302 new_size = 1;
4305 if(!new_array) {
4306 ERR("Out of memory\n");
4307 return 0;
4309 shader_data->gl_shaders = new_array;
4310 shader_data->shader_array_size = new_size;
4313 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4315 pixelshader_update_resource_types(shader, args->super.tex_types);
4317 if (!string_buffer_init(&buffer))
4319 ERR("Failed to initialize shader buffer.\n");
4320 return 0;
4323 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4324 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4325 string_buffer_free(&buffer);
4326 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4328 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4331 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4332 const DWORD use_map, BOOL skip_int) {
4333 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4334 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4335 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4336 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4337 if(stored->ps_signature != new->ps_signature) return FALSE;
4338 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4339 if(skip_int) return TRUE;
4341 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4344 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4345 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4346 const struct wined3d_shader_signature *ps_input_sig)
4348 UINT i;
4349 DWORD new_size;
4350 struct arb_vs_compiled_shader *new_array;
4351 struct wined3d_string_buffer buffer;
4352 struct arb_vshader_private *shader_data;
4353 GLuint ret;
4355 if (!shader->backend_data)
4357 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4359 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4360 shader_data = shader->backend_data;
4362 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4363 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4365 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4367 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4368 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4369 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4371 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4372 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4373 else if (reg_maps->max_rel_offset > 63)
4374 shader_data->rel_offset = reg_maps->min_rel_offset;
4377 shader_data = shader->backend_data;
4379 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4380 * so a linear search is more performant than a hashmap or a binary search
4381 * (cache coherency etc)
4383 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4384 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4385 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4387 return &shader_data->gl_shaders[i];
4391 TRACE("No matching GL shader found, compiling a new shader\n");
4393 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4394 if (shader_data->num_gl_shaders)
4396 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4397 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4398 new_size * sizeof(*shader_data->gl_shaders));
4399 } else {
4400 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4401 new_size = 1;
4404 if(!new_array) {
4405 ERR("Out of memory\n");
4406 return 0;
4408 shader_data->gl_shaders = new_array;
4409 shader_data->shader_array_size = new_size;
4412 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4414 if (!string_buffer_init(&buffer))
4416 ERR("Failed to initialize shader buffer.\n");
4417 return 0;
4420 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4421 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4422 ps_input_sig);
4423 string_buffer_free(&buffer);
4424 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4426 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4429 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4430 const struct wined3d_context *context, const struct wined3d_shader *shader,
4431 struct arb_ps_compile_args *args)
4433 const struct wined3d_gl_info *gl_info = context->gl_info;
4434 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4435 int i;
4436 WORD int_skip;
4438 find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, context);
4440 /* This forces all local boolean constants to 1 to make them stateblock independent */
4441 args->bools = shader->reg_maps.local_bool_consts;
4443 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4445 if (state->ps_consts_b[i])
4446 args->bools |= ( 1u << i);
4449 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4450 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4451 * duplicate the shader than have a no-op KIL instruction in every shader
4453 if (!d3d_info->vs_clipping && use_vs(state)
4454 && state->render_states[WINED3D_RS_CLIPPING]
4455 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4456 args->clip = 1;
4457 else
4458 args->clip = 0;
4460 /* Skip if unused or local, or supported natively */
4461 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4462 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4464 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4465 return;
4468 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4470 if (int_skip & (1u << i))
4472 args->loop_ctrl[i][0] = 0;
4473 args->loop_ctrl[i][1] = 0;
4474 args->loop_ctrl[i][2] = 0;
4476 else
4478 args->loop_ctrl[i][0] = state->ps_consts_i[i].x;
4479 args->loop_ctrl[i][1] = state->ps_consts_i[i].y;
4480 args->loop_ctrl[i][2] = state->ps_consts_i[i].z;
4485 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4486 const struct wined3d_context *context, const struct wined3d_shader *shader,
4487 struct arb_vs_compile_args *args)
4489 const struct wined3d_device *device = shader->device;
4490 const struct wined3d_adapter *adapter = device->adapter;
4491 const struct wined3d_gl_info *gl_info = context->gl_info;
4492 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4493 int i;
4494 WORD int_skip;
4496 find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super, context);
4498 args->clip.boolclip_compare = 0;
4499 if (use_ps(state))
4501 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4502 const struct arb_pshader_private *shader_priv = ps->backend_data;
4503 args->ps_signature = shader_priv->input_signature_idx;
4505 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4507 else
4509 args->ps_signature = ~0;
4510 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4511 args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0;
4512 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4515 if (args->clip.boolclip.clip_texcoord)
4517 if (state->render_states[WINED3D_RS_CLIPPING])
4518 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4519 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4522 /* This forces all local boolean constants to 1 to make them stateblock independent */
4523 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4524 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4525 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4527 if (state->vs_consts_b[i])
4528 args->clip.boolclip.bools |= (1u << i);
4531 args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0];
4532 args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1];
4533 args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2];
4534 args->vertex.samplers[3] = 0;
4536 /* Skip if unused or local */
4537 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4538 /* This is about flow control, not clipping. */
4539 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4541 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4542 return;
4545 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4547 if (int_skip & (1u << i))
4549 args->loop_ctrl[i][0] = 0;
4550 args->loop_ctrl[i][1] = 0;
4551 args->loop_ctrl[i][2] = 0;
4553 else
4555 args->loop_ctrl[i][0] = state->vs_consts_i[i].x;
4556 args->loop_ctrl[i][1] = state->vs_consts_i[i].y;
4557 args->loop_ctrl[i][2] = state->vs_consts_i[i].z;
4562 /* Context activation is done by the caller. */
4563 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4564 const struct wined3d_state *state)
4566 struct shader_arb_priv *priv = shader_priv;
4567 const struct wined3d_gl_info *gl_info = context->gl_info;
4568 int i;
4570 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4571 if (use_ps(state))
4573 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4574 struct arb_ps_compile_args compile_args;
4575 struct arb_ps_compiled_shader *compiled;
4577 TRACE("Using pixel shader %p.\n", ps);
4578 find_arb_ps_compile_args(state, context, ps, &compile_args);
4579 compiled = find_arb_pshader(ps, &compile_args);
4580 priv->current_fprogram_id = compiled->prgId;
4581 priv->compiled_fprog = compiled;
4583 /* Bind the fragment program */
4584 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4585 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4587 if (!priv->use_arbfp_fixed_func)
4588 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4590 /* Enable OpenGL fragment programs. */
4591 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4592 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4594 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4596 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4597 * a 1.x and newer shader, reload the first 8 constants
4599 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4601 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4602 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4603 for(i = 0; i < 8; i++)
4605 priv->pshader_const_dirty[i] = 1;
4607 /* Also takes care of loading local constants */
4608 shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
4610 else
4612 UINT rt_height = state->fb->render_targets[0]->height;
4613 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4616 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4617 if (compiled->np2fixup_info.super.active)
4618 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4620 if (ps->load_local_constsF)
4621 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4623 else
4625 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4627 /* Disable only if we're not using arbfp fixed function fragment
4628 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4629 * enabled, and the fixed function pipeline will bind the fixed
4630 * function replacement shader. */
4631 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4632 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4633 priv->current_fprogram_id = 0;
4635 priv->fragment_pipe->enable_extension(gl_info, TRUE);
4638 if (use_vs(state))
4640 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4641 struct arb_vs_compile_args compile_args;
4642 struct arb_vs_compiled_shader *compiled;
4643 const struct wined3d_shader_signature *ps_input_sig;
4645 TRACE("Using vertex shader %p\n", vs);
4646 find_arb_vs_compile_args(state, context, vs, &compile_args);
4648 /* Instead of searching for the signature in the signature list, read the one from the
4649 * current pixel shader. It's maybe not the shader where the signature came from, but it
4650 * is the same signature and faster to find. */
4651 if (compile_args.ps_signature == ~0U)
4652 ps_input_sig = NULL;
4653 else
4654 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4656 compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map,
4657 &compile_args, ps_input_sig);
4658 priv->current_vprogram_id = compiled->prgId;
4659 priv->compiled_vprog = compiled;
4661 /* Bind the vertex program */
4662 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4663 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4665 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4667 /* Enable OpenGL vertex programs */
4668 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4669 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4670 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4671 shader_arb_vs_local_constants(compiled, context, state);
4673 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4674 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4676 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4678 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4679 checkGLcall("glClampColorARB");
4680 } else {
4681 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4685 if (vs->load_local_constsF)
4686 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4688 else
4690 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4692 priv->current_vprogram_id = 0;
4693 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4694 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4696 priv->vertex_pipe->vp_enable(gl_info, TRUE);
4700 static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context,
4701 const struct wined3d_state *state)
4703 ERR("Compute pipeline not supported by the ARB shader backend.\n");
4706 /* Context activation is done by the caller. */
4707 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4709 const struct wined3d_gl_info *gl_info = context->gl_info;
4710 struct shader_arb_priv *priv = shader_priv;
4712 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4714 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4715 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4716 priv->current_fprogram_id = 0;
4718 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4720 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4722 priv->current_vprogram_id = 0;
4723 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4724 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4726 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4728 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4730 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4731 checkGLcall("glClampColorARB");
4732 priv->last_vs_color_unclamp = FALSE;
4735 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
4736 | (1u << WINED3D_SHADER_TYPE_VERTEX)
4737 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
4738 | (1u << WINED3D_SHADER_TYPE_HULL)
4739 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
4740 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
4743 static void shader_arb_destroy(struct wined3d_shader *shader)
4745 struct wined3d_device *device = shader->device;
4746 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4748 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4750 struct arb_pshader_private *shader_data = shader->backend_data;
4751 UINT i;
4753 if(!shader_data) return; /* This can happen if a shader was never compiled */
4755 if (shader_data->num_gl_shaders)
4757 struct wined3d_context *context = context_acquire(device, NULL, 0);
4759 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4761 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4762 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4765 context_release(context);
4768 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4769 HeapFree(GetProcessHeap(), 0, shader_data);
4770 shader->backend_data = NULL;
4772 else
4774 struct arb_vshader_private *shader_data = shader->backend_data;
4775 UINT i;
4777 if(!shader_data) return; /* This can happen if a shader was never compiled */
4779 if (shader_data->num_gl_shaders)
4781 struct wined3d_context *context = context_acquire(device, NULL, 0);
4783 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4785 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4786 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4789 context_release(context);
4792 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4793 HeapFree(GetProcessHeap(), 0, shader_data);
4794 shader->backend_data = NULL;
4798 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4800 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4801 return compare_sig(key, &e->sig);
4804 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4805 const struct fragment_pipeline *fragment_pipe)
4807 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4808 struct fragment_caps fragment_caps;
4809 void *vertex_priv, *fragment_priv;
4810 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4812 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4814 ERR("Failed to initialize vertex pipe.\n");
4815 HeapFree(GetProcessHeap(), 0, priv);
4816 return E_FAIL;
4819 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4821 ERR("Failed to initialize fragment pipe.\n");
4822 vertex_pipe->vp_free(device);
4823 HeapFree(GetProcessHeap(), 0, priv);
4824 return E_FAIL;
4827 memset(priv->vshader_const_dirty, 1,
4828 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4829 memset(priv->pshader_const_dirty, 1,
4830 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4832 wine_rb_init(&priv->signature_tree, sig_tree_compare);
4834 priv->vertex_pipe = vertex_pipe;
4835 priv->fragment_pipe = fragment_pipe;
4836 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4837 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4839 device->vertex_priv = vertex_priv;
4840 device->fragment_priv = fragment_priv;
4841 device->shader_priv = priv;
4843 return WINED3D_OK;
4846 static void release_signature(struct wine_rb_entry *entry, void *context)
4848 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4849 unsigned int i;
4851 for (i = 0; i < sig->sig.element_count; ++i)
4853 HeapFree(GetProcessHeap(), 0, (char *)sig->sig.elements[i].semantic_name);
4855 HeapFree(GetProcessHeap(), 0, sig->sig.elements);
4856 HeapFree(GetProcessHeap(), 0, sig);
4859 /* Context activation is done by the caller. */
4860 static void shader_arb_free(struct wined3d_device *device)
4862 struct shader_arb_priv *priv = device->shader_priv;
4864 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4865 priv->fragment_pipe->free_private(device);
4866 priv->vertex_pipe->vp_free(device);
4867 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4870 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
4872 return TRUE;
4875 static void shader_arb_free_context_data(struct wined3d_context *context)
4877 struct shader_arb_priv *priv;
4879 priv = context->device->shader_priv;
4880 if (priv->last_context == context)
4881 priv->last_context = NULL;
4884 static void shader_arb_init_context_state(struct wined3d_context *context) {}
4886 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4888 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4890 DWORD vs_consts;
4891 UINT vs_version;
4893 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4894 * for vertex programs. If the native limit is less than that it's
4895 * not very useful, and e.g. Mesa swrast returns 0, probably to
4896 * indicate it's a software implementation. */
4897 if (gl_info->limits.arb_vs_native_constants < 96)
4898 vs_consts = gl_info->limits.arb_vs_float_constants;
4899 else
4900 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4902 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4904 vs_version = 3;
4905 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4907 else if (vs_consts >= 256)
4909 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4910 vs_version = 2;
4911 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4913 else
4915 vs_version = 1;
4916 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4918 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
4919 caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, vs_consts);
4921 else
4923 caps->vs_version = 0;
4924 caps->vs_uniform_count = 0;
4927 caps->hs_version = 0;
4928 caps->ds_version = 0;
4929 caps->gs_version = 0;
4930 caps->cs_version = 0;
4932 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4934 DWORD ps_consts;
4935 UINT ps_version;
4937 /* Similar as above for vertex programs, but the minimum for fragment
4938 * programs is 24. */
4939 if (gl_info->limits.arb_ps_native_constants < 24)
4940 ps_consts = gl_info->limits.arb_ps_float_constants;
4941 else
4942 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4944 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4946 ps_version = 3;
4947 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4949 else if (ps_consts >= 32)
4951 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4952 ps_version = 2;
4953 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4955 else
4957 ps_version = 1;
4958 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4960 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
4961 caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, ps_consts);
4962 caps->ps_1x_max_value = 8.0f;
4964 else
4966 caps->ps_version = 0;
4967 caps->ps_uniform_count = 0;
4968 caps->ps_1x_max_value = 0.0f;
4971 caps->varying_count = 0;
4972 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
4973 if (use_nv_clip(gl_info))
4974 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
4977 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4979 /* We support everything except complex conversions. */
4980 return !is_complex_fixup(fixup);
4983 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4984 DWORD shift;
4985 char write_mask[20], regstr[50];
4986 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4987 BOOL is_color = FALSE;
4988 const struct wined3d_shader_dst_param *dst;
4990 if (!ins->dst_count) return;
4992 dst = &ins->dst[0];
4993 shift = dst->shift;
4994 if (!shift) return; /* Saturate alone is handled by the instructions */
4996 shader_arb_get_write_mask(ins, dst, write_mask);
4997 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4999 /* Generate a line that does the output modifier computation
5000 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5001 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5003 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5004 regstr, write_mask, regstr, shift_tab[shift]);
5007 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5009 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5010 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5011 /* WINED3DSIH_AND */ NULL,
5012 /* WINED3DSIH_ATOMIC_AND */ NULL,
5013 /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL,
5014 /* WINED3DSIH_ATOMIC_IADD */ NULL,
5015 /* WINED3DSIH_ATOMIC_IMAX */ NULL,
5016 /* WINED3DSIH_ATOMIC_IMIN */ NULL,
5017 /* WINED3DSIH_ATOMIC_OR */ NULL,
5018 /* WINED3DSIH_ATOMIC_UMAX */ NULL,
5019 /* WINED3DSIH_ATOMIC_UMIN */ NULL,
5020 /* WINED3DSIH_ATOMIC_XOR */ NULL,
5021 /* WINED3DSIH_BEM */ pshader_hw_bem,
5022 /* WINED3DSIH_BFI */ NULL,
5023 /* WINED3DSIH_BFREV */ NULL,
5024 /* WINED3DSIH_BREAK */ shader_hw_break,
5025 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5026 /* WINED3DSIH_BREAKP */ NULL,
5027 /* WINED3DSIH_BUFINFO */ NULL,
5028 /* WINED3DSIH_CALL */ shader_hw_call,
5029 /* WINED3DSIH_CALLNZ */ NULL,
5030 /* WINED3DSIH_CASE */ NULL,
5031 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5032 /* WINED3DSIH_CND */ pshader_hw_cnd,
5033 /* WINED3DSIH_CONTINUE */ NULL,
5034 /* WINED3DSIH_CONTINUEP */ NULL,
5035 /* WINED3DSIH_COUNTBITS */ NULL,
5036 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5037 /* WINED3DSIH_CUT */ NULL,
5038 /* WINED3DSIH_CUT_STREAM */ NULL,
5039 /* WINED3DSIH_DCL */ shader_hw_nop,
5040 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5041 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL,
5042 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
5043 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL,
5044 /* WINED3DSIH_DCL_GS_INSTANCES */ NULL,
5045 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
5046 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL,
5047 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
5048 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
5049 /* WINED3DSIH_DCL_INDEX_RANGE */ NULL,
5050 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ NULL,
5051 /* WINED3DSIH_DCL_INPUT */ NULL,
5052 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
5053 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5054 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
5055 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
5056 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
5057 /* WINED3DSIH_DCL_INPUT_SGV */ NULL,
5058 /* WINED3DSIH_DCL_INPUT_SIV */ NULL,
5059 /* WINED3DSIH_DCL_INTERFACE */ NULL,
5060 /* WINED3DSIH_DCL_OUTPUT */ NULL,
5061 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
5062 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
5063 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5064 /* WINED3DSIH_DCL_RESOURCE_RAW */ NULL,
5065 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
5066 /* WINED3DSIH_DCL_SAMPLER */ NULL,
5067 /* WINED3DSIH_DCL_STREAM */ NULL,
5068 /* WINED3DSIH_DCL_TEMPS */ NULL,
5069 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
5070 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
5071 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
5072 /* WINED3DSIH_DCL_TGSM_RAW */ NULL,
5073 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
5074 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
5075 /* WINED3DSIH_DCL_UAV_RAW */ NULL,
5076 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL,
5077 /* WINED3DSIH_DCL_UAV_TYPED */ NULL,
5078 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5079 /* WINED3DSIH_DEF */ shader_hw_nop,
5080 /* WINED3DSIH_DEFAULT */ NULL,
5081 /* WINED3DSIH_DEFB */ shader_hw_nop,
5082 /* WINED3DSIH_DEFI */ shader_hw_nop,
5083 /* WINED3DSIH_DIV */ NULL,
5084 /* WINED3DSIH_DP2 */ NULL,
5085 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5086 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5087 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5088 /* WINED3DSIH_DST */ shader_hw_map2gl,
5089 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5090 /* WINED3DSIH_DSX_COARSE */ NULL,
5091 /* WINED3DSIH_DSX_FINE */ NULL,
5092 /* WINED3DSIH_DSY */ shader_hw_dsy,
5093 /* WINED3DSIH_DSY_COARSE */ NULL,
5094 /* WINED3DSIH_DSY_FINE */ NULL,
5095 /* WINED3DSIH_ELSE */ shader_hw_else,
5096 /* WINED3DSIH_EMIT */ NULL,
5097 /* WINED3DSIH_EMIT_STREAM */ NULL,
5098 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5099 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5100 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5101 /* WINED3DSIH_ENDSWITCH */ NULL,
5102 /* WINED3DSIH_EQ */ NULL,
5103 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5104 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5105 /* WINED3DSIH_F16TOF32 */ NULL,
5106 /* WINED3DSIH_F32TOF16 */ NULL,
5107 /* WINED3DSIH_FCALL */ NULL,
5108 /* WINED3DSIH_FIRSTBIT_HI */ NULL,
5109 /* WINED3DSIH_FIRSTBIT_LO */ NULL,
5110 /* WINED3DSIH_FIRSTBIT_SHI */ NULL,
5111 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5112 /* WINED3DSIH_FTOI */ NULL,
5113 /* WINED3DSIH_FTOU */ NULL,
5114 /* WINED3DSIH_GATHER4 */ NULL,
5115 /* WINED3DSIH_GATHER4_C */ NULL,
5116 /* WINED3DSIH_GATHER4_PO */ NULL,
5117 /* WINED3DSIH_GATHER4_PO_C */ NULL,
5118 /* WINED3DSIH_GE */ NULL,
5119 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
5120 /* WINED3DSIH_HS_DECLS */ NULL,
5121 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
5122 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
5123 /* WINED3DSIH_IADD */ NULL,
5124 /* WINED3DSIH_IBFE */ NULL,
5125 /* WINED3DSIH_IEQ */ NULL,
5126 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5127 /* WINED3DSIH_IFC */ shader_hw_ifc,
5128 /* WINED3DSIH_IGE */ NULL,
5129 /* WINED3DSIH_ILT */ NULL,
5130 /* WINED3DSIH_IMAD */ NULL,
5131 /* WINED3DSIH_IMAX */ NULL,
5132 /* WINED3DSIH_IMIN */ NULL,
5133 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL,
5134 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL,
5135 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL,
5136 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL,
5137 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL,
5138 /* WINED3DSIH_IMM_ATOMIC_IADD */ NULL,
5139 /* WINED3DSIH_IMM_ATOMIC_IMAX */ NULL,
5140 /* WINED3DSIH_IMM_ATOMIC_IMIN */ NULL,
5141 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL,
5142 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL,
5143 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL,
5144 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL,
5145 /* WINED3DSIH_IMUL */ NULL,
5146 /* WINED3DSIH_INE */ NULL,
5147 /* WINED3DSIH_INEG */ NULL,
5148 /* WINED3DSIH_ISHL */ NULL,
5149 /* WINED3DSIH_ISHR */ NULL,
5150 /* WINED3DSIH_ITOF */ NULL,
5151 /* WINED3DSIH_LABEL */ shader_hw_label,
5152 /* WINED3DSIH_LD */ NULL,
5153 /* WINED3DSIH_LD2DMS */ NULL,
5154 /* WINED3DSIH_LD_RAW */ NULL,
5155 /* WINED3DSIH_LD_STRUCTURED */ NULL,
5156 /* WINED3DSIH_LD_UAV_TYPED */ NULL,
5157 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5158 /* WINED3DSIH_LOD */ NULL,
5159 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5160 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5161 /* WINED3DSIH_LOOP */ shader_hw_loop,
5162 /* WINED3DSIH_LRP */ shader_hw_lrp,
5163 /* WINED3DSIH_LT */ NULL,
5164 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5165 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5166 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5167 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5168 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5169 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5170 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5171 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5172 /* WINED3DSIH_MOV */ shader_hw_mov,
5173 /* WINED3DSIH_MOVA */ shader_hw_mov,
5174 /* WINED3DSIH_MOVC */ NULL,
5175 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5176 /* WINED3DSIH_NE */ NULL,
5177 /* WINED3DSIH_NOP */ shader_hw_nop,
5178 /* WINED3DSIH_NOT */ NULL,
5179 /* WINED3DSIH_NRM */ shader_hw_nrm,
5180 /* WINED3DSIH_OR */ NULL,
5181 /* WINED3DSIH_PHASE */ shader_hw_nop,
5182 /* WINED3DSIH_POW */ shader_hw_pow,
5183 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5184 /* WINED3DSIH_REP */ shader_hw_rep,
5185 /* WINED3DSIH_RESINFO */ NULL,
5186 /* WINED3DSIH_RET */ shader_hw_ret,
5187 /* WINED3DSIH_RETP */ NULL,
5188 /* WINED3DSIH_ROUND_NE */ NULL,
5189 /* WINED3DSIH_ROUND_NI */ NULL,
5190 /* WINED3DSIH_ROUND_PI */ NULL,
5191 /* WINED3DSIH_ROUND_Z */ NULL,
5192 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5193 /* WINED3DSIH_SAMPLE */ NULL,
5194 /* WINED3DSIH_SAMPLE_B */ NULL,
5195 /* WINED3DSIH_SAMPLE_C */ NULL,
5196 /* WINED3DSIH_SAMPLE_C_LZ */ NULL,
5197 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5198 /* WINED3DSIH_SAMPLE_INFO */ NULL,
5199 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5200 /* WINED3DSIH_SAMPLE_POS */ NULL,
5201 /* WINED3DSIH_SETP */ NULL,
5202 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5203 /* WINED3DSIH_SGN */ shader_hw_sgn,
5204 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5205 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5206 /* WINED3DSIH_SQRT */ NULL,
5207 /* WINED3DSIH_STORE_RAW */ NULL,
5208 /* WINED3DSIH_STORE_STRUCTURED */ NULL,
5209 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
5210 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5211 /* WINED3DSIH_SWAPC */ NULL,
5212 /* WINED3DSIH_SWITCH */ NULL,
5213 /* WINED3DSIH_SYNC */ NULL,
5214 /* WINED3DSIH_TEX */ pshader_hw_tex,
5215 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5216 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5217 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5218 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5219 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5220 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5221 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5222 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5223 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5224 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5225 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5226 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5227 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5228 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5229 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5230 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5231 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5232 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5233 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5234 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5235 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5236 /* WINED3DSIH_UBFE */ NULL,
5237 /* WINED3DSIH_UDIV */ NULL,
5238 /* WINED3DSIH_UGE */ NULL,
5239 /* WINED3DSIH_ULT */ NULL,
5240 /* WINED3DSIH_UMAX */ NULL,
5241 /* WINED3DSIH_UMIN */ NULL,
5242 /* WINED3DSIH_UMUL */ NULL,
5243 /* WINED3DSIH_USHR */ NULL,
5244 /* WINED3DSIH_UTOF */ NULL,
5245 /* WINED3DSIH_XOR */ NULL,
5248 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5249 const struct wined3d_shader *shader, DWORD idx)
5251 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5252 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5253 const struct wined3d_shader_lconst *constant;
5254 WORD bools = 0;
5255 WORD flag = (1u << idx);
5256 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5258 if (reg_maps->local_bool_consts & flag)
5260 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5261 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5263 if (constant->idx == idx)
5265 return constant->value[0];
5268 ERR("Local constant not found\n");
5269 return FALSE;
5271 else
5273 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5274 else bools = priv->cur_ps_args->bools;
5275 return bools & flag;
5279 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5280 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5282 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5283 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5285 /* Integer constants can either be a local constant, or they can be stored in the shader
5286 * type specific compile args. */
5287 if (reg_maps->local_int_consts & (1u << idx))
5289 const struct wined3d_shader_lconst *constant;
5291 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5293 if (constant->idx == idx)
5295 loop_control->count = constant->value[0];
5296 loop_control->start = constant->value[1];
5297 /* Step is signed. */
5298 loop_control->step = (int)constant->value[2];
5299 return;
5302 /* If this happens the flag was set incorrectly */
5303 ERR("Local constant not found\n");
5304 loop_control->count = 0;
5305 loop_control->start = 0;
5306 loop_control->step = 0;
5307 return;
5310 switch (reg_maps->shader_version.type)
5312 case WINED3D_SHADER_TYPE_VERTEX:
5313 /* Count and aL start value are unsigned */
5314 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5315 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5316 /* Step is signed. */
5317 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5318 break;
5320 case WINED3D_SHADER_TYPE_PIXEL:
5321 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5322 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5323 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5324 break;
5326 default:
5327 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5328 break;
5332 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5334 unsigned int i;
5335 struct wined3d_shader_dst_param *dst_param;
5336 struct wined3d_shader_src_param *src_param = NULL, *rel_addr;
5337 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5338 if(!rec)
5340 ERR("Out of memory\n");
5341 return;
5344 rec->ins = *ins;
5345 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5346 if(!dst_param) goto free;
5347 *dst_param = *ins->dst;
5348 if (ins->dst->reg.idx[0].rel_addr)
5350 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5351 if (!rel_addr)
5352 goto free;
5353 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5354 dst_param->reg.idx[0].rel_addr = rel_addr;
5356 rec->ins.dst = dst_param;
5358 if (!(src_param = wined3d_calloc(ins->src_count, sizeof(*src_param))))
5359 goto free;
5360 for (i = 0; i < ins->src_count; ++i)
5362 src_param[i] = ins->src[i];
5363 if (ins->src[i].reg.idx[0].rel_addr)
5365 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5366 if (!rel_addr)
5367 goto free;
5368 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5369 src_param[i].reg.idx[0].rel_addr = rel_addr;
5372 rec->ins.src = src_param;
5373 list_add_tail(list, &rec->entry);
5374 return;
5376 free:
5377 ERR("Out of memory\n");
5378 if(dst_param)
5380 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5381 HeapFree(GetProcessHeap(), 0, dst_param);
5383 if(src_param)
5385 for(i = 0; i < ins->src_count; i++)
5387 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5389 HeapFree(GetProcessHeap(), 0, src_param);
5391 HeapFree(GetProcessHeap(), 0, rec);
5394 static void free_recorded_instruction(struct list *list)
5396 struct recorded_instruction *rec_ins, *entry2;
5397 unsigned int i;
5399 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5401 list_remove(&rec_ins->entry);
5402 if (rec_ins->ins.dst)
5404 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5405 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5407 if (rec_ins->ins.src)
5409 for (i = 0; i < rec_ins->ins.src_count; ++i)
5411 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5413 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5415 HeapFree(GetProcessHeap(), 0, rec_ins);
5419 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5421 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5422 struct control_frame *control_frame;
5424 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5426 struct list *e = list_head(&priv->control_frames);
5427 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5428 list_remove(&control_frame->entry);
5429 HeapFree(GetProcessHeap(), 0, control_frame);
5430 priv->loop_depth--;
5432 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5434 /* Non-ifc ENDIFs were already handled previously. */
5435 struct list *e = list_head(&priv->control_frames);
5436 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5437 list_remove(&control_frame->entry);
5438 HeapFree(GetProcessHeap(), 0, control_frame);
5442 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5443 SHADER_HANDLER hw_fct;
5444 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5445 const struct wined3d_shader *shader = ins->ctx->shader;
5446 struct control_frame *control_frame;
5447 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5448 BOOL bool_const;
5450 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5452 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5453 list_add_head(&priv->control_frames, &control_frame->entry);
5455 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5456 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5458 if(priv->target_version >= NV2)
5460 control_frame->no.loop = priv->num_loops++;
5461 priv->loop_depth++;
5463 else
5465 /* Don't bother recording when we're in a not used if branch */
5466 if(priv->muted)
5468 return;
5471 if(!priv->recording)
5473 list_init(&priv->record);
5474 priv->recording = TRUE;
5475 control_frame->outer_loop = TRUE;
5476 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5477 return; /* Instruction is handled */
5479 /* Record this loop in the outer loop's recording */
5482 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5484 if(priv->target_version >= NV2)
5486 /* Nothing to do. The control frame is popped after the HW instr handler */
5488 else
5490 struct list *e = list_head(&priv->control_frames);
5491 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5492 list_remove(&control_frame->entry);
5494 if(control_frame->outer_loop)
5496 unsigned int iteration;
5497 int aL = 0;
5498 struct list copy;
5500 /* Turn off recording before playback */
5501 priv->recording = FALSE;
5503 /* Move the recorded instructions to a separate list and get them out of the private data
5504 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5505 * be recorded again, thus priv->record might be overwritten
5507 list_init(&copy);
5508 list_move_tail(&copy, &priv->record);
5509 list_init(&priv->record);
5511 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5513 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5514 control_frame->loop_control.count, control_frame->loop_control.start,
5515 control_frame->loop_control.step);
5516 aL = control_frame->loop_control.start;
5518 else
5520 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5523 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5525 struct recorded_instruction *rec_ins;
5526 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5528 priv->aL = aL;
5529 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5531 else
5533 shader_addline(buffer, "#Iteration %u\n", iteration);
5536 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5538 shader_arb_handle_instruction(&rec_ins->ins);
5541 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5543 aL += control_frame->loop_control.step;
5546 shader_addline(buffer, "#end loop/rep\n");
5548 free_recorded_instruction(&copy);
5549 HeapFree(GetProcessHeap(), 0, control_frame);
5550 return; /* Instruction is handled */
5552 else
5554 /* This is a nested loop. Proceed to the normal recording function */
5555 HeapFree(GetProcessHeap(), 0, control_frame);
5560 if(priv->recording)
5562 record_instruction(&priv->record, ins);
5563 return;
5566 /* boolean if */
5567 if(ins->handler_idx == WINED3DSIH_IF)
5569 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5570 list_add_head(&priv->control_frames, &control_frame->entry);
5571 control_frame->type = IF;
5573 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5574 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5575 bool_const = !bool_const;
5576 if (!priv->muted && !bool_const)
5578 shader_addline(buffer, "#if(FALSE){\n");
5579 priv->muted = TRUE;
5580 control_frame->muting = TRUE;
5582 else shader_addline(buffer, "#if(TRUE) {\n");
5584 return; /* Instruction is handled */
5586 else if(ins->handler_idx == WINED3DSIH_IFC)
5588 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5589 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5590 control_frame->type = IFC;
5591 control_frame->no.ifc = priv->num_ifcs++;
5592 list_add_head(&priv->control_frames, &control_frame->entry);
5594 else if(ins->handler_idx == WINED3DSIH_ELSE)
5596 struct list *e = list_head(&priv->control_frames);
5597 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5599 if(control_frame->type == IF)
5601 shader_addline(buffer, "#} else {\n");
5602 if(!priv->muted && !control_frame->muting)
5604 priv->muted = TRUE;
5605 control_frame->muting = TRUE;
5607 else if(control_frame->muting) priv->muted = FALSE;
5608 return; /* Instruction is handled. */
5610 /* In case of an ifc, generate a HW shader instruction */
5611 if (control_frame->type != IFC)
5612 ERR("Control frame does not match.\n");
5614 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5616 struct list *e = list_head(&priv->control_frames);
5617 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5619 if(control_frame->type == IF)
5621 shader_addline(buffer, "#} endif\n");
5622 if(control_frame->muting) priv->muted = FALSE;
5623 list_remove(&control_frame->entry);
5624 HeapFree(GetProcessHeap(), 0, control_frame);
5625 return; /* Instruction is handled */
5627 /* In case of an ifc, generate a HW shader instruction */
5628 if (control_frame->type != IFC)
5629 ERR("Control frame does not match.\n");
5632 if(priv->muted)
5634 pop_control_frame(ins);
5635 return;
5638 /* Select handler */
5639 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5641 /* Unhandled opcode */
5642 if (!hw_fct)
5644 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
5645 return;
5647 hw_fct(ins);
5649 pop_control_frame(ins);
5651 shader_arb_add_instruction_modifiers(ins);
5654 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5656 struct shader_arb_priv *priv = shader_priv;
5658 return priv->ffp_proj_control;
5661 static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {}
5663 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5665 shader_arb_handle_instruction,
5666 shader_arb_precompile,
5667 shader_arb_select,
5668 shader_arb_select_compute,
5669 shader_arb_disable,
5670 shader_arb_update_float_vertex_constants,
5671 shader_arb_update_float_pixel_constants,
5672 shader_arb_load_constants,
5673 shader_arb_destroy,
5674 shader_arb_alloc,
5675 shader_arb_free,
5676 shader_arb_allocate_context_data,
5677 shader_arb_free_context_data,
5678 shader_arb_init_context_state,
5679 shader_arb_get_caps,
5680 shader_arb_color_fixup_supported,
5681 shader_arb_has_ffp_proj_control,
5684 /* ARB_fragment_program fixed function pipeline replacement definitions */
5685 #define ARB_FFP_CONST_TFACTOR 0
5686 #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5687 #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5688 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5689 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5690 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5691 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5693 struct arbfp_ffp_desc
5695 struct ffp_frag_desc parent;
5696 GLuint shader;
5699 /* Context activation is done by the caller. */
5700 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5702 if (enable)
5704 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5705 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5707 else
5709 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5710 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5714 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5716 struct shader_arb_priv *priv;
5718 /* Share private data between the shader backend and the pipeline
5719 * replacement, if both are the arb implementation. This is needed to
5720 * figure out whether ARBfp should be disabled if no pixel shader is bound
5721 * or not. */
5722 if (shader_backend == &arb_program_shader_backend)
5723 priv = shader_priv;
5724 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5725 return NULL;
5727 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
5728 priv->use_arbfp_fixed_func = TRUE;
5730 return priv;
5733 /* Context activation is done by the caller. */
5734 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5736 const struct wined3d_gl_info *gl_info = context;
5737 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5739 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5740 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5741 HeapFree(GetProcessHeap(), 0, entry_arb);
5744 /* Context activation is done by the caller. */
5745 static void arbfp_free(struct wined3d_device *device)
5747 struct shader_arb_priv *priv = device->fragment_priv;
5749 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5750 priv->use_arbfp_fixed_func = FALSE;
5752 if (device->shader_backend != &arb_program_shader_backend)
5754 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5758 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5760 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5761 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5762 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
5763 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5764 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5765 WINED3DTEXOPCAPS_SELECTARG1 |
5766 WINED3DTEXOPCAPS_SELECTARG2 |
5767 WINED3DTEXOPCAPS_MODULATE4X |
5768 WINED3DTEXOPCAPS_MODULATE2X |
5769 WINED3DTEXOPCAPS_MODULATE |
5770 WINED3DTEXOPCAPS_ADDSIGNED2X |
5771 WINED3DTEXOPCAPS_ADDSIGNED |
5772 WINED3DTEXOPCAPS_ADD |
5773 WINED3DTEXOPCAPS_SUBTRACT |
5774 WINED3DTEXOPCAPS_ADDSMOOTH |
5775 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5776 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5777 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5778 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5779 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5780 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5781 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5782 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5783 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5784 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5785 WINED3DTEXOPCAPS_MULTIPLYADD |
5786 WINED3DTEXOPCAPS_LERP |
5787 WINED3DTEXOPCAPS_BUMPENVMAP |
5788 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5790 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5792 caps->MaxTextureBlendStages = MAX_TEXTURES;
5793 caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_TEXTURES);
5796 static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5798 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5801 static void state_texfactor_arbfp(struct wined3d_context *context,
5802 const struct wined3d_state *state, DWORD state_id)
5804 const struct wined3d_gl_info *gl_info = context->gl_info;
5805 struct wined3d_device *device = context->device;
5806 struct wined3d_color color;
5808 if (device->shader_backend == &arb_program_shader_backend)
5810 struct shader_arb_priv *priv;
5812 /* Don't load the parameter if we're using an arbfp pixel shader,
5813 * otherwise we'll overwrite application provided constants. */
5814 if (use_ps(state))
5815 return;
5817 priv = device->shader_priv;
5818 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5819 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5822 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
5823 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r));
5824 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
5827 static void state_tss_constant_arbfp(struct wined3d_context *context,
5828 const struct wined3d_state *state, DWORD state_id)
5830 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5831 const struct wined3d_gl_info *gl_info = context->gl_info;
5832 struct wined3d_device *device = context->device;
5833 struct wined3d_color color;
5835 if (device->shader_backend == &arb_program_shader_backend)
5837 struct shader_arb_priv *priv;
5839 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5840 * application provided constants.
5842 if (use_ps(state))
5843 return;
5845 priv = device->shader_priv;
5846 priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(stage)] = 1;
5847 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(stage) + 1);
5850 wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
5851 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r));
5852 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
5855 static void state_arb_specularenable(struct wined3d_context *context,
5856 const struct wined3d_state *state, DWORD state_id)
5858 const struct wined3d_gl_info *gl_info = context->gl_info;
5859 struct wined3d_device *device = context->device;
5860 float col[4];
5862 if (device->shader_backend == &arb_program_shader_backend)
5864 struct shader_arb_priv *priv;
5866 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5867 * application provided constants.
5869 if (use_ps(state))
5870 return;
5872 priv = device->shader_priv;
5873 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5874 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5877 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5879 /* The specular color has no alpha */
5880 col[0] = 1.0f; col[1] = 1.0f;
5881 col[2] = 1.0f; col[3] = 0.0f;
5882 } else {
5883 col[0] = 0.0f; col[1] = 0.0f;
5884 col[2] = 0.0f; col[3] = 0.0f;
5886 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5887 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5890 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5892 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5893 const struct wined3d_gl_info *gl_info = context->gl_info;
5894 struct wined3d_device *device = context->device;
5895 float mat[2][2];
5897 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5899 if (device->shader_backend == &arb_program_shader_backend)
5901 struct shader_arb_priv *priv = device->shader_priv;
5903 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5904 if (use_ps(state))
5905 return;
5907 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5908 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5911 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5912 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5913 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5914 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5916 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5917 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5920 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5921 const struct wined3d_state *state, DWORD state_id)
5923 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5924 const struct wined3d_gl_info *gl_info = context->gl_info;
5925 struct wined3d_device *device = context->device;
5926 float param[4];
5928 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5930 if (device->shader_backend == &arb_program_shader_backend)
5932 struct shader_arb_priv *priv = device->shader_priv;
5934 /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
5935 if (use_ps(state))
5936 return;
5938 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5939 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5942 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5943 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5944 param[2] = 0.0f;
5945 param[3] = 0.0f;
5947 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5948 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5951 static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5953 const struct wined3d_gl_info *gl_info = context->gl_info;
5954 int glParm;
5955 float ref;
5957 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5959 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
5961 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
5962 checkGLcall("glEnable GL_ALPHA_TEST");
5964 else
5966 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
5967 checkGLcall("glDisable GL_ALPHA_TEST");
5968 return;
5971 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
5972 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
5974 if (glParm)
5976 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
5977 checkGLcall("glAlphaFunc");
5981 static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5983 const struct wined3d_texture *texture = state->textures[0];
5984 const struct wined3d_gl_info *gl_info = context->gl_info;
5985 struct wined3d_device *device = context->device;
5986 struct wined3d_color float_key[2];
5988 if (!texture)
5989 return;
5991 if (device->shader_backend == &arb_program_shader_backend)
5993 struct shader_arb_priv *priv;
5995 /* Don't load the parameter if we're using an arbfp pixel shader,
5996 * otherwise we'll overwrite application provided constants. */
5997 if (use_ps(state))
5998 return;
6000 priv = device->shader_priv;
6001 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_LOW] = 1;
6002 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_HIGH] = 1;
6003 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY_HIGH + 1);
6006 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
6008 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r));
6009 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
6010 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r));
6011 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
6014 static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
6016 const char *ret;
6018 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
6020 switch(arg & WINED3DTA_SELECTMASK) {
6021 case WINED3DTA_DIFFUSE:
6022 ret = "fragment.color.primary"; break;
6024 case WINED3DTA_CURRENT:
6025 ret = "ret";
6026 break;
6028 case WINED3DTA_TEXTURE:
6029 switch(stage) {
6030 case 0: ret = "tex0"; break;
6031 case 1: ret = "tex1"; break;
6032 case 2: ret = "tex2"; break;
6033 case 3: ret = "tex3"; break;
6034 case 4: ret = "tex4"; break;
6035 case 5: ret = "tex5"; break;
6036 case 6: ret = "tex6"; break;
6037 case 7: ret = "tex7"; break;
6038 default: ret = "unknown texture";
6040 break;
6042 case WINED3DTA_TFACTOR:
6043 ret = "tfactor"; break;
6045 case WINED3DTA_SPECULAR:
6046 ret = "fragment.color.secondary"; break;
6048 case WINED3DTA_TEMP:
6049 ret = "tempreg"; break;
6051 case WINED3DTA_CONSTANT:
6052 switch(stage) {
6053 case 0: ret = "const0"; break;
6054 case 1: ret = "const1"; break;
6055 case 2: ret = "const2"; break;
6056 case 3: ret = "const3"; break;
6057 case 4: ret = "const4"; break;
6058 case 5: ret = "const5"; break;
6059 case 6: ret = "const6"; break;
6060 case 7: ret = "const7"; break;
6061 default: ret = "unknown constant";
6063 break;
6065 default:
6066 return "unknown";
6069 if(arg & WINED3DTA_COMPLEMENT) {
6070 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6071 if(argnum == 0) ret = "arg0";
6072 if(argnum == 1) ret = "arg1";
6073 if(argnum == 2) ret = "arg2";
6075 if(arg & WINED3DTA_ALPHAREPLICATE) {
6076 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6077 if(argnum == 0) ret = "arg0";
6078 if(argnum == 1) ret = "arg1";
6079 if(argnum == 2) ret = "arg2";
6081 return ret;
6084 static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6085 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6087 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6088 unsigned int mul = 1;
6090 if(color && alpha) dstmask = "";
6091 else if(color) dstmask = ".xyz";
6092 else dstmask = ".w";
6094 if(dst == tempreg) dstreg = "tempreg";
6095 else dstreg = "ret";
6097 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6098 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6099 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6101 switch (op)
6103 case WINED3D_TOP_DISABLE:
6104 break;
6106 case WINED3D_TOP_SELECT_ARG2:
6107 arg1 = arg2;
6108 /* FALLTHROUGH */
6109 case WINED3D_TOP_SELECT_ARG1:
6110 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6111 break;
6113 case WINED3D_TOP_MODULATE_4X:
6114 mul = 2;
6115 /* FALLTHROUGH */
6116 case WINED3D_TOP_MODULATE_2X:
6117 mul *= 2;
6118 /* FALLTHROUGH */
6119 case WINED3D_TOP_MODULATE:
6120 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6121 break;
6123 case WINED3D_TOP_ADD_SIGNED_2X:
6124 mul = 2;
6125 /* FALLTHROUGH */
6126 case WINED3D_TOP_ADD_SIGNED:
6127 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6128 arg2 = "arg2";
6129 /* FALLTHROUGH */
6130 case WINED3D_TOP_ADD:
6131 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6132 break;
6134 case WINED3D_TOP_SUBTRACT:
6135 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6136 break;
6138 case WINED3D_TOP_ADD_SMOOTH:
6139 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6140 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6141 break;
6143 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6144 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6145 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6146 break;
6147 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6148 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6149 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6150 break;
6151 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6152 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6153 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6154 break;
6155 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6156 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6157 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6158 break;
6160 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6161 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6162 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6163 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6164 break;
6166 /* D3DTOP_PREMODULATE ???? */
6168 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6169 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6170 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6171 break;
6172 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6173 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6174 break;
6175 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6176 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6177 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6178 break;
6179 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6180 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6181 break;
6183 case WINED3D_TOP_DOTPRODUCT3:
6184 mul = 4;
6185 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6186 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6187 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6188 break;
6190 case WINED3D_TOP_MULTIPLY_ADD:
6191 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6192 break;
6194 case WINED3D_TOP_LERP:
6195 /* The msdn is not quite right here */
6196 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6197 break;
6199 case WINED3D_TOP_BUMPENVMAP:
6200 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6201 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6202 break;
6204 default:
6205 FIXME("Unhandled texture op %08x\n", op);
6208 if (mul == 2)
6209 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6210 else if (mul == 4)
6211 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6214 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
6216 switch(type)
6218 case WINED3D_GL_RES_TYPE_TEX_1D:
6219 return "1D";
6220 case WINED3D_GL_RES_TYPE_TEX_2D:
6221 return "2D";
6222 case WINED3D_GL_RES_TYPE_TEX_3D:
6223 return "3D";
6224 case WINED3D_GL_RES_TYPE_TEX_CUBE:
6225 return "CUBE";
6226 case WINED3D_GL_RES_TYPE_TEX_RECT:
6227 return "RECT";
6228 default:
6229 return "unexpected_resource_type";
6233 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6235 BYTE tex_read = 0, bump_used = 0, luminance_used = 0, constant_used = 0;
6236 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6237 unsigned int stage, lowest_disabled_stage;
6238 struct wined3d_string_buffer buffer;
6239 struct color_fixup_masks masks;
6240 BOOL custom_linear_fog = FALSE;
6241 const char *textype, *instr;
6242 DWORD arg0, arg1, arg2;
6243 char colorcor_dst[8];
6244 BOOL op_equal;
6245 GLuint ret;
6247 if (!string_buffer_init(&buffer))
6249 ERR("Failed to initialize shader buffer.\n");
6250 return 0;
6253 shader_addline(&buffer, "!!ARBfp1.0\n");
6255 if (settings->color_key_enabled)
6257 shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
6258 shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
6259 tex_read |= 1;
6262 /* Find out which textures are read */
6263 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6265 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6266 break;
6268 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6269 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6270 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6272 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6273 tex_read |= 1u << stage;
6274 if (settings->op[stage].dst == tempreg)
6275 tempreg_used = TRUE;
6276 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6277 tempreg_used = TRUE;
6278 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6279 tfactor_used = TRUE;
6280 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6281 constant_used |= 1u << stage;
6283 switch (settings->op[stage].cop)
6285 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6286 luminance_used |= 1u << stage;
6287 /* fall through */
6288 case WINED3D_TOP_BUMPENVMAP:
6289 bump_used |= 1u << stage;
6290 /* fall through */
6291 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6292 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6293 tex_read |= 1u << stage;
6294 break;
6296 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6297 tfactor_used = TRUE;
6298 break;
6300 default:
6301 break;
6304 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6305 continue;
6307 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6308 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6309 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6311 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6312 tex_read |= 1u << stage;
6313 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6314 tempreg_used = TRUE;
6315 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6316 tfactor_used = TRUE;
6317 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6318 constant_used |= 1u << stage;
6320 lowest_disabled_stage = stage;
6322 switch (settings->fog)
6324 case WINED3D_FFP_PS_FOG_OFF: break;
6325 case WINED3D_FFP_PS_FOG_LINEAR:
6326 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6328 custom_linear_fog = TRUE;
6329 break;
6331 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6332 break;
6334 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6335 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6336 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6339 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6340 shader_addline(&buffer, "TEMP TMP;\n");
6341 shader_addline(&buffer, "TEMP ret;\n");
6342 if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6343 shader_addline(&buffer, "TEMP arg0;\n");
6344 shader_addline(&buffer, "TEMP arg1;\n");
6345 shader_addline(&buffer, "TEMP arg2;\n");
6346 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6348 if (constant_used & (1u << stage))
6349 shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
6351 if (!(tex_read & (1u << stage)))
6352 continue;
6354 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6356 if (!(bump_used & (1u << stage)))
6357 continue;
6358 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6360 if (!(luminance_used & (1u << stage)))
6361 continue;
6362 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6364 if (tfactor_used)
6365 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6366 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6368 if (settings->sRGB_write)
6370 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6371 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
6372 shader_addline(&buffer, ";\n");
6373 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6374 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
6375 shader_addline(&buffer, ";\n");
6378 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6379 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6381 if (tempreg_used || settings->sRGB_write)
6382 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6384 /* Generate texture sampling instructions */
6385 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6387 if (!(tex_read & (1u << stage)))
6388 continue;
6390 textype = arbfp_texture_target(settings->op[stage].tex_type);
6392 if(settings->op[stage].projected == proj_none) {
6393 instr = "TEX";
6394 } else if(settings->op[stage].projected == proj_count4 ||
6395 settings->op[stage].projected == proj_count3) {
6396 instr = "TXP";
6397 } else {
6398 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6399 instr = "TXP";
6402 if (stage > 0
6403 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6404 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6406 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6407 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6408 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6409 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6411 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6412 * so multiply the displacement with the dividing parameter before passing it to TXP
6414 if (settings->op[stage].projected != proj_none) {
6415 if(settings->op[stage].projected == proj_count4) {
6416 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6417 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6418 } else {
6419 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6420 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6422 } else {
6423 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6426 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6427 instr, stage, stage, textype);
6428 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6430 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6431 stage - 1, stage - 1, stage - 1);
6432 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6434 } else if(settings->op[stage].projected == proj_count3) {
6435 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6436 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6437 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6438 instr, stage, stage, textype);
6439 } else {
6440 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6441 instr, stage, stage, stage, textype);
6444 sprintf(colorcor_dst, "tex%u", stage);
6445 masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL);
6446 gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
6447 settings->op[stage].color_fixup, masks);
6450 if (settings->color_key_enabled)
6452 shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6453 shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6454 shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */
6455 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6456 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6457 shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */
6460 shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
6462 /* Generate the main shader */
6463 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6465 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6466 break;
6468 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6469 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6470 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6471 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6472 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6473 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6474 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6475 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6476 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6477 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6478 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6479 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6480 else
6481 op_equal = settings->op[stage].aop == settings->op[stage].cop
6482 && settings->op[stage].carg0 == settings->op[stage].aarg0
6483 && settings->op[stage].carg1 == settings->op[stage].aarg1
6484 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6486 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6488 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6489 settings->op[stage].cop, settings->op[stage].carg0,
6490 settings->op[stage].carg1, settings->op[stage].carg2);
6492 else if (op_equal)
6494 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6495 settings->op[stage].cop, settings->op[stage].carg0,
6496 settings->op[stage].carg1, settings->op[stage].carg2);
6498 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
6499 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6501 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6502 settings->op[stage].cop, settings->op[stage].carg0,
6503 settings->op[stage].carg1, settings->op[stage].carg2);
6504 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6505 settings->op[stage].aop, settings->op[stage].aarg0,
6506 settings->op[stage].aarg1, settings->op[stage].aarg2);
6510 if (settings->sRGB_write || custom_linear_fog)
6512 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6513 if (settings->sRGB_write)
6514 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6515 if (custom_linear_fog)
6516 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6517 shader_addline(&buffer, "MOV result.color, ret;\n");
6519 else
6521 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6524 /* Footer */
6525 shader_addline(&buffer, "END\n");
6527 /* Generate the shader */
6528 GL_EXTCALL(glGenProgramsARB(1, &ret));
6529 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6530 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
6532 string_buffer_free(&buffer);
6533 return ret;
6536 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6538 const struct wined3d_gl_info *gl_info = context->gl_info;
6539 const struct wined3d_device *device = context->device;
6540 struct shader_arb_priv *priv = device->fragment_priv;
6541 BOOL use_pshader = use_ps(state);
6542 struct ffp_frag_settings settings;
6543 const struct arbfp_ffp_desc *desc;
6544 unsigned int i;
6546 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6548 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6550 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6552 /* Reload fixed function constants since they collide with the
6553 * pixel shader constants. */
6554 for (i = 0; i < MAX_TEXTURES; ++i)
6556 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6557 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6559 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6560 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6561 color_key_arbfp(context, state, STATE_COLOR_KEY);
6563 else if (use_pshader)
6565 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6567 return;
6570 if (!use_pshader)
6572 /* Find or create a shader implementing the fixed function pipeline
6573 * settings, then activate it. */
6574 gen_ffp_frag_op(context, state, &settings, FALSE);
6575 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6576 if (!desc)
6578 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6579 if (!new_desc)
6581 ERR("Out of memory\n");
6582 return;
6585 new_desc->parent.settings = settings;
6586 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6587 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6588 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6589 desc = new_desc;
6592 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6593 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6594 * deactivate it.
6596 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6597 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6598 priv->current_fprogram_id = desc->shader;
6600 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6602 /* Reload fixed function constants since they collide with the
6603 * pixel shader constants. */
6604 for (i = 0; i < MAX_TEXTURES; ++i)
6606 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6607 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6609 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6610 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6611 color_key_arbfp(context, state, STATE_COLOR_KEY);
6613 context->last_was_pshader = FALSE;
6615 else if (!context->last_was_pshader)
6617 if (device->shader_backend == &arb_program_shader_backend)
6618 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6619 context->last_was_pshader = TRUE;
6622 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6625 /* We can't link the fog states to the fragment state directly since the
6626 * vertex pipeline links them to FOGENABLE. A different linking in different
6627 * pipeline parts can't be expressed in the combined state table, so we need
6628 * to handle that with a forwarding function. The other invisible side effect
6629 * is that changing the fog start and fog end (which links to FOGENABLE in
6630 * vertex) results in the fragment_prog_arbfp function being called because
6631 * FOGENABLE is dirty, which calls this function here. */
6632 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6634 enum fogsource new_source;
6635 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6636 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6638 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6640 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6641 fragment_prog_arbfp(context, state, state_id);
6643 if (!state->render_states[WINED3D_RS_FOGENABLE])
6644 return;
6646 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6648 if (use_vs(state))
6650 new_source = FOGSOURCE_VS;
6652 else
6654 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6655 new_source = FOGSOURCE_COORD;
6656 else
6657 new_source = FOGSOURCE_FFP;
6660 else
6662 new_source = FOGSOURCE_FFP;
6665 if (new_source != context->fog_source || fogstart == fogend)
6667 context->fog_source = new_source;
6668 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6672 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6674 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6675 fragment_prog_arbfp(context, state, state_id);
6678 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6680 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6681 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6682 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6683 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6684 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6685 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6686 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6687 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6688 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6689 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6690 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6691 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6692 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6693 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6694 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6695 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6696 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6697 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6698 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6699 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6700 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6701 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6702 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6703 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6704 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6728 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6729 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6730 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6732 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6733 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6734 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6735 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6736 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6737 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6739 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6740 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6741 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6742 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6743 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6744 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6745 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6746 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6747 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6748 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6749 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6750 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6751 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6752 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6753 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6754 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6755 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6756 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6757 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6758 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6759 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6760 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6761 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6762 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6763 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6764 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6765 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6766 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6767 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6768 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6769 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6770 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6771 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6772 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6773 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6774 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6775 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6776 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6777 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6778 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6779 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6780 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6781 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6782 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6783 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6784 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6785 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6786 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6787 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6788 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6789 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6790 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6791 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6792 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6793 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6794 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6795 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6796 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6797 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6798 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6799 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6800 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6801 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6802 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6803 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6804 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
6805 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6806 {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
6807 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6808 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6809 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6810 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6811 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6812 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6813 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6814 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6815 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6816 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6817 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6818 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6819 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6820 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6821 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6822 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6823 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6824 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6825 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6826 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6827 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6828 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6829 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6830 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6831 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6832 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6833 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
6834 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6837 static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
6839 return TRUE;
6842 static void arbfp_free_context_data(struct wined3d_context *context)
6846 const struct fragment_pipeline arbfp_fragment_pipeline = {
6847 arbfp_enable,
6848 arbfp_get_caps,
6849 arbfp_get_emul_mask,
6850 arbfp_alloc,
6851 arbfp_free,
6852 arbfp_alloc_context_data,
6853 arbfp_free_context_data,
6854 shader_arb_color_fixup_supported,
6855 arbfp_fragmentstate_template,
6858 struct arbfp_blit_type
6860 enum complex_fixup fixup : 4;
6861 enum wined3d_gl_resource_type res_type : 3;
6862 DWORD use_color_key : 1;
6863 DWORD padding : 24;
6866 struct arbfp_blit_desc
6868 GLuint shader;
6869 struct arbfp_blit_type type;
6870 struct wine_rb_entry entry;
6873 #define ARBFP_BLIT_PARAM_SIZE 0
6874 #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
6875 #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
6877 struct wined3d_arbfp_blitter
6879 struct wined3d_blitter blitter;
6880 struct wine_rb_tree shaders;
6881 GLuint palette_texture;
6884 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6886 const struct arbfp_blit_type *ka = key;
6887 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6889 return memcmp(ka, kb, sizeof(*ka));
6892 /* Context activation is done by the caller. */
6893 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *ctx)
6895 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6896 const struct wined3d_gl_info *gl_info;
6897 struct wined3d_context *context;
6899 context = ctx;
6900 gl_info = context->gl_info;
6902 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6903 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6904 HeapFree(GetProcessHeap(), 0, entry_arb);
6907 /* Context activation is done by the caller. */
6908 static void arbfp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
6910 const struct wined3d_gl_info *gl_info = context->gl_info;
6911 struct wined3d_arbfp_blitter *arbfp_blitter;
6912 struct wined3d_blitter *next;
6914 if ((next = blitter->next))
6915 next->ops->blitter_destroy(next, context);
6917 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
6919 wine_rb_destroy(&arbfp_blitter->shaders, arbfp_free_blit_shader, context);
6920 checkGLcall("Delete blit programs");
6922 if (arbfp_blitter->palette_texture)
6923 gl_info->gl_ops.gl.p_glDeleteTextures(1, &arbfp_blitter->palette_texture);
6925 HeapFree(GetProcessHeap(), 0, arbfp_blitter);
6928 static BOOL gen_planar_yuv_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
6929 char *luminance)
6931 char chroma;
6932 const char *tex, *texinstr = "TXP";
6934 if (type->fixup == COMPLEX_FIXUP_UYVY)
6936 chroma = 'x';
6937 *luminance = 'w';
6939 else
6941 chroma = 'w';
6942 *luminance = 'x';
6945 tex = arbfp_texture_target(type->res_type);
6946 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
6947 texinstr = "TEX";
6949 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6950 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6951 * filtering when we sample the texture.
6953 * These are the rules for reading the chroma:
6955 * Even pixel: Cr
6956 * Even pixel: U
6957 * Odd pixel: V
6959 * So we have to get the sampling x position in non-normalized coordinates in integers
6961 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
6963 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6964 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6966 else
6968 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6970 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6971 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6972 * 0.5, so add 0.5.
6974 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6975 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6977 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6978 * even and odd pixels respectively
6980 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6981 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6983 /* Sample Pixel 1 */
6984 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6986 /* Put the value into either of the chroma values */
6987 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6988 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6989 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6990 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6992 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6993 * the pixel right to the current one. Otherwise, sample the left pixel.
6994 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6996 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6997 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6998 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7000 /* Put the value into the other chroma */
7001 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7002 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
7003 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7004 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
7006 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7007 * the current one and lerp the two U and V values
7010 /* This gives the correctly filtered luminance value */
7011 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
7013 return TRUE;
7016 static BOOL gen_yv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7017 char *luminance)
7019 const char *tex;
7020 static const float yv12_coef[]
7021 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7023 tex = arbfp_texture_target(type->res_type);
7025 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7026 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7027 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7028 * pitch of the luminance plane, the packing into the gl texture is a bit
7029 * unfortunate. If the whole texture is interpreted as luminance data it looks
7030 * approximately like this:
7032 * +----------------------------------+----
7033 * | |
7034 * | |
7035 * | |
7036 * | |
7037 * | | 2
7038 * | LUMINANCE | -
7039 * | | 3
7040 * | |
7041 * | |
7042 * | |
7043 * | |
7044 * +----------------+-----------------+----
7045 * | | |
7046 * | V even rows | V odd rows |
7047 * | | | 1
7048 * +----------------+------------------ -
7049 * | | | 3
7050 * | U even rows | U odd rows |
7051 * | | |
7052 * +----------------+-----------------+----
7053 * | | |
7054 * | 0.5 | 0.5 |
7056 * So it appears as if there are 4 chroma images, but in fact the odd rows
7057 * in the chroma images are in the same row as the even ones. So it is
7058 * kinda tricky to read
7060 * When reading from rectangle textures, keep in mind that the input y coordinates
7061 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7063 shader_addline(buffer, "PARAM yv12_coef = ");
7064 shader_arb_append_imm_vec4(buffer, yv12_coef);
7065 shader_addline(buffer, ";\n");
7067 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7068 /* the chroma planes have only half the width */
7069 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7071 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7072 * the coordinate. Also read the right side of the image when reading odd lines
7074 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7075 * bleeding
7077 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7080 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7082 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7084 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7085 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7087 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7088 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7089 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7090 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7091 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7093 /* clamp, keep the half pixel origin in mind */
7094 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7095 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7096 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7097 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7099 else
7101 /* Read from [size - size+size/4] */
7102 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7103 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7105 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7106 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7107 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7108 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7109 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7110 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7112 /* Make sure to read exactly from the pixel center */
7113 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7114 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7116 /* Clamp */
7117 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7118 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7119 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7120 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7121 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7123 /* Read the texture, put the result into the output register */
7124 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7125 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7127 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7128 * No need to clamp because we're just reusing the already clamped value from above
7130 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7131 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7132 else
7133 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7134 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7135 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7137 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7138 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7139 * values due to filtering
7141 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7142 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7144 /* Multiply the y coordinate by 2/3 and clamp it */
7145 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7146 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7147 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7148 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7150 else
7152 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7153 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7154 * is bigger
7156 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7157 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7158 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7160 *luminance = 'a';
7162 return TRUE;
7165 static BOOL gen_nv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7166 char *luminance)
7168 const char *tex;
7169 static const float nv12_coef[]
7170 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7172 tex = arbfp_texture_target(type->res_type);
7174 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7175 * sized plane where each component is an UV pair. So the effective
7176 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7177 * data it looks approximately like this:
7179 * +----------------------------------+----
7180 * | |
7181 * | |
7182 * | |
7183 * | |
7184 * | | 2
7185 * | LUMINANCE | -
7186 * | | 3
7187 * | |
7188 * | |
7189 * | |
7190 * | |
7191 * +----------------------------------+----
7192 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7193 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7194 * | | 1
7195 * | | -
7196 * | | 3
7197 * | |
7198 * | |
7199 * +----------------------------------+----
7201 * When reading from rectangle textures, keep in mind that the input y coordinates
7202 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7204 shader_addline(buffer, "PARAM nv12_coef = ");
7205 shader_arb_append_imm_vec4(buffer, nv12_coef);
7206 shader_addline(buffer, ";\n");
7208 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7209 /* We only have half the number of chroma pixels. */
7210 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7212 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7214 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7215 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7217 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7219 /* We must not allow filtering horizontally, this would mix U and V.
7220 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7221 * 0.5, so add 0.5. */
7223 /* Convert to non-normalized coordinates so we can find the
7224 * individual pixel. */
7225 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7226 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7227 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7228 * add 0.5 to hit the center of the pixel. */
7229 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7231 /* Convert back to normalized coordinates. */
7232 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7234 /* Clamp, keep the half pixel origin in mind. */
7235 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7236 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7237 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7238 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7240 else
7242 /* Read from [size - size+size/2] */
7243 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7245 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7246 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7247 * add 0.5 to hit the center of the pixel. */
7248 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7250 /* Clamp */
7251 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7252 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7253 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7254 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7255 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7257 /* Read the texture, put the result into the output register. */
7258 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7259 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7261 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7263 /* Add 1/size.x */
7264 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7266 else
7268 /* Add 1 */
7269 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7271 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7272 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7274 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7275 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7276 * values due to filtering. */
7277 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7278 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7280 /* Multiply the y coordinate by 2/3 and clamp it */
7281 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7282 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7283 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7284 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7286 else
7288 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7289 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7290 * is bigger
7292 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7293 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7294 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7296 *luminance = 'a';
7298 return TRUE;
7301 /* Context activation is done by the caller. */
7302 static GLuint gen_p8_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7304 GLuint shader;
7305 struct wined3d_string_buffer buffer;
7306 const char *tex_target = arbfp_texture_target(type->res_type);
7308 /* This should not happen because we only use this conversion for
7309 * present blits which don't use color keying. */
7310 if (type->use_color_key)
7311 FIXME("Implement P8 color keying.\n");
7313 /* Shader header */
7314 if (!string_buffer_init(&buffer))
7316 ERR("Failed to initialize shader buffer.\n");
7317 return 0;
7320 GL_EXTCALL(glGenProgramsARB(1, &shader));
7321 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7322 if (!shader)
7324 string_buffer_free(&buffer);
7325 return 0;
7328 shader_addline(&buffer, "!!ARBfp1.0\n");
7329 shader_addline(&buffer, "TEMP index;\n");
7331 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7332 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7334 /* The alpha-component contains the palette index */
7335 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7337 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7338 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7340 /* Use the alpha-component as an index in the palette to get the final color */
7341 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7342 shader_addline(&buffer, "END\n");
7344 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7346 string_buffer_free(&buffer);
7348 return shader;
7351 /* Context activation is done by the caller. */
7352 static void upload_palette(struct wined3d_arbfp_blitter *blitter,
7353 const struct wined3d_texture *texture, struct wined3d_context *context)
7355 const struct wined3d_palette *palette = texture->swapchain ? texture->swapchain->palette : NULL;
7356 const struct wined3d_gl_info *gl_info = context->gl_info;
7358 if (!blitter->palette_texture)
7359 gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
7361 GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
7362 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture);
7364 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7366 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7367 /* Make sure we have discrete color levels. */
7368 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7369 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7370 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7371 if (palette)
7373 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7374 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7376 else
7378 static const DWORD black;
7379 FIXME("P8 surface loaded without a palette.\n");
7380 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7381 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7384 /* Switch back to unit 0 in which the 2D texture will be stored. */
7385 context_active_texture(context, gl_info, 0);
7388 /* Context activation is done by the caller. */
7389 static GLuint gen_yuv_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7391 GLuint shader;
7392 struct wined3d_string_buffer buffer;
7393 char luminance_component;
7395 if (type->use_color_key)
7396 FIXME("Implement YUV color keying.\n");
7398 /* Shader header */
7399 if (!string_buffer_init(&buffer))
7401 ERR("Failed to initialize shader buffer.\n");
7402 return 0;
7405 GL_EXTCALL(glGenProgramsARB(1, &shader));
7406 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7407 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7408 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7409 if (!shader)
7411 string_buffer_free(&buffer);
7412 return 0;
7415 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7416 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7417 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7418 * each single pixel it contains, and one U and one V value shared between both
7419 * pixels.
7421 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7422 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7423 * take the format into account when generating the read swizzles
7425 * Reading the Y value is straightforward - just sample the texture. The hardware
7426 * takes care of filtering in the horizontal and vertical direction.
7428 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7429 * because that would mix the U and V values of one pixel or two adjacent pixels.
7430 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7431 * regardless of the filtering setting. Vertical filtering works automatically
7432 * though - the U and V values of two rows are mixed nicely.
7434 * Apart of avoiding filtering issues, the code has to know which value it just
7435 * read, and where it can find the other one. To determine this, it checks if
7436 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7438 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7439 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7441 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7442 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7443 * in an unfiltered situation. Finding the luminance on the other hand requires
7444 * finding out if it is an odd or even pixel. The real drawback of this approach
7445 * is filtering. This would have to be emulated completely in the shader, reading
7446 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7447 * vertically. Beyond that it would require adjustments to the texture handling
7448 * code to deal with the width scaling
7450 shader_addline(&buffer, "!!ARBfp1.0\n");
7451 shader_addline(&buffer, "TEMP luminance;\n");
7452 shader_addline(&buffer, "TEMP temp;\n");
7453 shader_addline(&buffer, "TEMP chroma;\n");
7454 shader_addline(&buffer, "TEMP texcrd;\n");
7455 shader_addline(&buffer, "TEMP texcrd2;\n");
7456 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7457 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7458 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7460 switch (type->fixup)
7462 case COMPLEX_FIXUP_UYVY:
7463 case COMPLEX_FIXUP_YUY2:
7464 if (!gen_planar_yuv_read(&buffer, type, &luminance_component))
7466 string_buffer_free(&buffer);
7467 return 0;
7469 break;
7471 case COMPLEX_FIXUP_YV12:
7472 if (!gen_yv12_read(&buffer, type, &luminance_component))
7474 string_buffer_free(&buffer);
7475 return 0;
7477 break;
7479 case COMPLEX_FIXUP_NV12:
7480 if (!gen_nv12_read(&buffer, type, &luminance_component))
7482 string_buffer_free(&buffer);
7483 return 0;
7485 break;
7487 default:
7488 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7489 string_buffer_free(&buffer);
7490 return 0;
7493 /* Calculate the final result. Formula is taken from
7494 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7495 * ranges from -0.5 to 0.5
7497 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7499 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7500 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7501 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7502 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7503 shader_addline(&buffer, "END\n");
7505 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7507 string_buffer_free(&buffer);
7509 return shader;
7512 /* Context activation is done by the caller. */
7513 static GLuint arbfp_gen_plain_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7515 GLuint shader;
7516 struct wined3d_string_buffer buffer;
7517 const char *tex_target = arbfp_texture_target(type->res_type);
7519 /* Shader header */
7520 if (!string_buffer_init(&buffer))
7522 ERR("Failed to initialize shader buffer.\n");
7523 return 0;
7526 GL_EXTCALL(glGenProgramsARB(1, &shader));
7527 if (!shader)
7529 string_buffer_free(&buffer);
7530 return 0;
7532 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7534 shader_addline(&buffer, "!!ARBfp1.0\n");
7536 if (type->use_color_key)
7538 shader_addline(&buffer, "TEMP color;\n");
7539 shader_addline(&buffer, "TEMP less, greater;\n");
7540 shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW);
7541 shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH);
7542 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7543 shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */
7544 shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */
7545 shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */
7546 shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */
7547 shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */
7548 shader_addline(&buffer, "KIL -less;\n"); /* discard if true */
7549 shader_addline(&buffer, "MOV result.color, color;\n");
7551 else
7553 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7556 shader_addline(&buffer, "END\n");
7558 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7560 string_buffer_free(&buffer);
7562 return shader;
7565 /* Context activation is done by the caller. */
7566 static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wined3d_context *context,
7567 const struct wined3d_surface *surface, const struct wined3d_color_key *color_key)
7569 const struct wined3d_texture *texture = surface->container;
7570 enum complex_fixup fixup;
7571 const struct wined3d_gl_info *gl_info = context->gl_info;
7572 struct wine_rb_entry *entry;
7573 struct arbfp_blit_type type;
7574 struct arbfp_blit_desc *desc;
7575 struct wined3d_color float_color_key[2];
7576 struct wined3d_vec4 size;
7577 GLuint shader;
7579 size.x = wined3d_texture_get_level_pow2_width(texture, surface->texture_level);
7580 size.y = wined3d_texture_get_level_pow2_height(texture, surface->texture_level);
7581 size.z = 1.0f;
7582 size.w = 1.0f;
7584 if (is_complex_fixup(texture->resource.format->color_fixup))
7585 fixup = get_complex_fixup(texture->resource.format->color_fixup);
7586 else
7587 fixup = COMPLEX_FIXUP_NONE;
7589 switch (texture->target)
7591 case GL_TEXTURE_1D:
7592 type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
7593 break;
7595 case GL_TEXTURE_2D:
7596 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7597 break;
7599 case GL_TEXTURE_3D:
7600 type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
7601 break;
7603 case GL_TEXTURE_CUBE_MAP_ARB:
7604 type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
7605 break;
7607 case GL_TEXTURE_RECTANGLE_ARB:
7608 type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
7609 break;
7611 default:
7612 ERR("Unexpected GL texture type %#x.\n", texture->target);
7613 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7615 type.fixup = fixup;
7616 type.use_color_key = !!color_key;
7617 type.padding = 0;
7619 if ((entry = wine_rb_get(&blitter->shaders, &type)))
7621 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7622 shader = desc->shader;
7624 else
7626 switch (fixup)
7628 case COMPLEX_FIXUP_NONE:
7629 if (!is_identity_fixup(texture->resource.format->color_fixup))
7630 FIXME("Implement support for sign or swizzle fixups.\n");
7631 shader = arbfp_gen_plain_shader(gl_info, &type);
7632 break;
7634 case COMPLEX_FIXUP_P8:
7635 shader = gen_p8_shader(gl_info, &type);
7636 break;
7638 case COMPLEX_FIXUP_YUY2:
7639 case COMPLEX_FIXUP_UYVY:
7640 case COMPLEX_FIXUP_YV12:
7641 case COMPLEX_FIXUP_NV12:
7642 shader = gen_yuv_shader(gl_info, &type);
7643 break;
7646 if (!shader)
7648 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7649 return E_NOTIMPL;
7652 desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
7653 if (!desc)
7654 goto err_out;
7656 desc->type = type;
7657 desc->shader = shader;
7658 if (wine_rb_put(&blitter->shaders, &desc->type, &desc->entry) == -1)
7660 err_out:
7661 ERR("Out of memory\n");
7662 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7663 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7664 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7665 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7666 HeapFree(GetProcessHeap(), 0, desc);
7667 return E_OUTOFMEMORY;
7671 if (fixup == COMPLEX_FIXUP_P8)
7672 upload_palette(blitter, texture, context);
7674 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7675 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7676 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7677 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7678 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, &size.x));
7679 checkGLcall("glProgramLocalParameter4fvARB");
7680 if (type.use_color_key)
7682 wined3d_format_get_float_color_key(texture->resource.format, color_key, float_color_key);
7683 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7684 ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
7685 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7686 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r));
7687 checkGLcall("glProgramLocalParameter4fvARB");
7690 return WINED3D_OK;
7693 /* Context activation is done by the caller. */
7694 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7696 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7697 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7700 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info,
7701 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
7702 enum wined3d_pool src_pool, const struct wined3d_format *src_format, DWORD src_location,
7703 enum wined3d_pool dst_pool, const struct wined3d_format *dst_format, DWORD dst_location)
7705 enum complex_fixup src_fixup;
7706 BOOL decompress;
7708 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7709 return FALSE;
7711 switch (blit_op)
7713 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
7714 if (!d3d_info->shader_color_key)
7716 /* The conversion modifies the alpha channel so the color key might no longer match. */
7717 TRACE("Color keying not supported with converted textures.\n");
7718 return FALSE;
7720 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
7721 case WINED3D_BLIT_OP_COLOR_BLIT:
7722 break;
7724 default:
7725 TRACE("Unsupported blit_op=%d\n", blit_op);
7726 return FALSE;
7729 decompress = src_format && (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
7730 && !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
7731 if (!decompress && (dst_pool == WINED3D_POOL_SYSTEM_MEM || src_pool == WINED3D_POOL_SYSTEM_MEM))
7732 return FALSE;
7734 src_fixup = get_complex_fixup(src_format->color_fixup);
7735 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7737 TRACE("Checking support for fixup:\n");
7738 dump_color_fixup_desc(src_format->color_fixup);
7741 if (!is_identity_fixup(dst_format->color_fixup)
7742 && (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE))
7744 TRACE("Destination fixups are not supported\n");
7745 return FALSE;
7748 if (is_identity_fixup(src_format->color_fixup))
7750 TRACE("[OK]\n");
7751 return TRUE;
7754 /* We only support YUV conversions. */
7755 if (!is_complex_fixup(src_format->color_fixup))
7757 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
7759 WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
7760 return TRUE;
7763 TRACE("[FAILED]\n");
7764 return FALSE;
7767 switch(src_fixup)
7769 case COMPLEX_FIXUP_YUY2:
7770 case COMPLEX_FIXUP_UYVY:
7771 case COMPLEX_FIXUP_YV12:
7772 case COMPLEX_FIXUP_NV12:
7773 case COMPLEX_FIXUP_P8:
7774 TRACE("[OK]\n");
7775 return TRUE;
7777 default:
7778 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7779 TRACE("[FAILED]\n");
7780 return FALSE;
7784 static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
7785 struct wined3d_context *context, struct wined3d_surface *src_surface, DWORD src_location,
7786 const RECT *src_rect, struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect,
7787 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
7789 struct wined3d_texture *src_texture = src_surface->container;
7790 struct wined3d_texture *dst_texture = dst_surface->container;
7791 struct wined3d_device *device = dst_texture->resource.device;
7792 struct wined3d_arbfp_blitter *arbfp_blitter;
7793 struct wined3d_color_key alpha_test_key;
7794 struct wined3d_blitter *next;
7795 RECT s, d;
7797 if (!arbfp_blit_supported(&device->adapter->gl_info, &device->adapter->d3d_info, op,
7798 src_texture->resource.pool, src_texture->resource.format, src_location,
7799 dst_texture->resource.pool, dst_texture->resource.format, dst_location))
7801 if ((next = blitter->next))
7802 return next->ops->blitter_blit(next, op, context, src_surface, src_location,
7803 src_rect, dst_surface, dst_location, dst_rect, color_key, filter);
7806 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
7808 /* Now load the surface */
7809 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7810 && (surface_get_sub_resource(src_surface)->locations
7811 & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE))
7812 == WINED3D_LOCATION_DRAWABLE
7813 && !wined3d_resource_is_offscreen(&src_texture->resource))
7815 /* Without FBO blits transferring from the drawable to the texture is
7816 * expensive, because we have to flip the data in sysmem. Since we can
7817 * flip in the blitter, we don't actually need that flip anyway. So we
7818 * use the surface's texture as scratch texture, and flip the source
7819 * rectangle instead. */
7820 surface_load_fb_texture(src_surface, FALSE, context);
7822 s = *src_rect;
7823 s.top = wined3d_texture_get_level_height(src_texture, src_surface->texture_level) - s.top;
7824 s.bottom = wined3d_texture_get_level_height(src_texture, src_surface->texture_level) - s.bottom;
7825 src_rect = &s;
7827 else
7828 wined3d_texture_load(src_texture, context, FALSE);
7830 context_apply_blit_state(context, device);
7832 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7834 d = *dst_rect;
7835 surface_translate_drawable_coords(dst_surface, context->win_handle, &d);
7836 dst_rect = &d;
7839 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
7841 GLenum buffer;
7843 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7845 TRACE("Destination surface %p is onscreen.\n", dst_surface);
7846 buffer = wined3d_texture_get_gl_buffer(dst_texture);
7848 else
7850 TRACE("Destination surface %p is offscreen.\n", dst_surface);
7851 buffer = GL_COLOR_ATTACHMENT0;
7853 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
7854 context_set_draw_buffer(context, buffer);
7855 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
7856 context_invalidate_state(context, STATE_FRAMEBUFFER);
7859 if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
7861 const struct wined3d_format *fmt = src_texture->resource.format;
7862 alpha_test_key.color_space_low_value = 0;
7863 alpha_test_key.color_space_high_value = ~(((1u << fmt->alpha_size) - 1) << fmt->alpha_offset);
7864 color_key = &alpha_test_key;
7867 arbfp_blit_set(arbfp_blitter, context, src_surface, color_key);
7869 /* Draw a textured quad */
7870 draw_textured_quad(src_surface, context, src_rect, dst_rect, filter);
7872 /* Leave the opengl state valid for blitting */
7873 arbfp_blit_unset(context->gl_info);
7875 if (wined3d_settings.strict_draw_ordering
7876 || (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture)))
7877 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7879 return dst_location;
7882 static void arbfp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
7883 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
7884 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
7886 struct wined3d_blitter *next;
7888 if ((next = blitter->next))
7889 next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
7890 clear_rects, draw_rect, flags, colour, depth, stencil);
7893 static const struct wined3d_blitter_ops arbfp_blitter_ops =
7895 arbfp_blitter_destroy,
7896 arbfp_blitter_clear,
7897 arbfp_blitter_blit,
7900 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device)
7902 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7903 struct wined3d_arbfp_blitter *blitter;
7905 if (device->shader_backend != &arb_program_shader_backend
7906 && device->shader_backend != &glsl_shader_backend)
7907 return;
7909 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7910 return;
7912 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
7913 return;
7915 if (!(blitter = HeapAlloc(GetProcessHeap(), 0, sizeof(*blitter))))
7917 ERR("Failed to allocate blitter.\n");
7918 return;
7921 TRACE("Created blitter %p.\n", blitter);
7923 blitter->blitter.ops = &arbfp_blitter_ops;
7924 blitter->blitter.next = *next;
7925 wine_rb_init(&blitter->shaders, arbfp_blit_type_compare);
7926 blitter->palette_texture = 0;
7927 *next = &blitter->blitter;