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
31 #include "wine/port.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
)
57 if (!(q
= strstr(p
, "\n")))
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
));
87 if (shader
== WINED3D_SHADER_TYPE_PIXEL
)
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";
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
);
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 */
148 struct wined3d_shader_loop_control loop_control
;
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. */
162 struct arb_ps_compile_args
164 struct ps_compile_args super
;
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
;
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
];
185 unsigned char numbumpenvmatconsts
;
189 struct arb_vs_compile_args
191 struct vs_compile_args super
;
197 unsigned char clip_texcoord
;
198 unsigned char clipplane_mask
;
200 DWORD boolclip_compare
;
205 unsigned char samplers
[4];
206 DWORD samplers_compare
;
208 unsigned char loop_ctrl
[WINED3D_MAX_CONSTS_I
][3];
211 struct arb_vs_compiled_shader
213 struct arb_vs_compile_args args
;
215 UINT int_consts
[WINED3D_MAX_CONSTS_I
];
217 char need_color_unclamp
;
221 struct recorded_instruction
223 struct wined3d_shader_instruction ins
;
227 struct shader_arb_ctx_priv
232 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
234 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
236 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
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
;
249 unsigned int num_loops
, loop_depth
, num_ifcs
;
251 BOOL ps_post_process
;
253 unsigned int vs_clipplanes
;
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
];
268 struct wined3d_shader_signature sig
;
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
;
281 struct arb_vshader_private
{
282 struct arb_vs_compiled_shader
*gl_shaders
;
283 UINT num_gl_shaders
, shader_array_size
;
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
;
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 */
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
;
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
])
373 TRACE_(d3d_constants
)("Loading constant %u: %s.\n", i
, debug_vec4(&constants
[i
]));
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)
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
])
392 if (constants
[i
].x
> 1.0f
)
394 else if (constants
[i
].x
< -1.0f
)
395 lcl_const
[0] = -1.0f
;
397 lcl_const
[0] = constants
[i
].x
;
399 if (constants
[i
].y
> 1.0f
)
401 else if (constants
[i
].y
< -1.0f
)
402 lcl_const
[1] = -1.0f
;
404 lcl_const
[1] = constants
[i
].y
;
406 if (constants
[i
].z
> 1.0f
)
408 else if (constants
[i
].z
< -1.0f
)
409 lcl_const
[2] = -1.0f
;
411 lcl_const
[2] = constants
[i
].z
;
413 if (constants
[i
].w
> 1.0f
)
415 else if (constants
[i
].w
< -1.0f
)
416 lcl_const
[3] = -1.0f
;
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
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
])
444 /* Find the next block of dirty constants */
447 for (++i
; (i
< max_constants
) && dirty_consts
[i
]; ++i
)
452 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, &constants
[j
].x
));
457 for (; i
< max_constants
; ++i
)
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 */
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 */
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
;
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];
518 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
524 tex_dim
[2] = tex
->pow2_matrix
[0];
525 tex_dim
[3] = tex
->pow2_matrix
[5];
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
;
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)
579 val
[0] = context
->render_offscreen
? 0.0f
: (float) rt_height
;
580 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
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
)
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
;
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];
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
)
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
;
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
];
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
);
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
;
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
);
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
)
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
)
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
)
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
)
770 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
771 const struct wined3d_shader_lconst
*lconst
;
772 unsigned max_constantsF
;
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.
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
;
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
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
)
813 DWORD shift
= i
& 0x1f;
814 if (reg_maps
->constf
[idx
] & (1u << shift
))
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
;
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
);
840 if (ctx
->target_version
>= NV2
)
841 *num_clipplanes
= gl_info
->limits
.user_clip_distances
;
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
)
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
882 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
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);
906 for (i
= 0; i
< max_constantsF
; ++i
)
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
)
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';
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
)
975 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
976 *ptr
++ = swizzle_chars
[swizzle_x
];
978 *ptr
++ = swizzle_chars
[swizzle_x
];
979 *ptr
++ = swizzle_chars
[swizzle_y
];
980 *ptr
++ = swizzle_chars
[swizzle_z
];
981 *ptr
++ = swizzle_chars
[swizzle_w
];
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
;
1016 case WINED3DSPR_TEMP
:
1017 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1020 case WINED3DSPR_INPUT
:
1023 if (reg_maps
->shader_version
.major
< 3)
1025 if (!reg
->idx
[0].offset
)
1026 strcpy(register_name
, "fragment.color.primary");
1028 strcpy(register_name
, "fragment.color.secondary");
1032 if (reg
->idx
[0].rel_addr
)
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
]);
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
);
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
);
1089 if (reg
->idx
[0].offset
< MAX_REG_INPUT
)
1091 strcpy(register_name
, ctx
->ps_input
[reg
->idx
[0].offset
]);
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
);
1103 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1u << reg
->idx
[0].offset
))
1105 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
[0].offset
);
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;
1116 if (reg_maps
->shader_version
.major
< 2)
1118 sprintf(rel_reg
, "A0.x");
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**"))
1129 shader_arb_request_a0(ins
, rel_reg
);
1130 sprintf(rel_reg
, "A0.x");
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
);
1139 sprintf(register_name
, "C[%s - %u]", rel_reg
, rel_offset
- reg
->idx
[0].offset
);
1143 if (reg_maps
->usesrelconstF
)
1144 sprintf(register_name
, "C[%u]", reg
->idx
[0].offset
);
1146 sprintf(register_name
, "C%u", reg
->idx
[0].offset
);
1150 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
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
);
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
);
1166 if (reg_maps
->shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
1167 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1169 sprintf(register_name
, "A%u_SHADOW", reg
->idx
[0].offset
);
1173 case WINED3DSPR_COLOROUT
:
1174 if (ctx
->ps_post_process
&& !reg
->idx
[0].offset
)
1176 strcpy(register_name
, "TMP_COLOR");
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
);
1185 strcpy(register_name
, "result.color");
1189 case WINED3DSPR_RASTOUT
:
1190 if (reg
->idx
[0].offset
== 1)
1191 sprintf(register_name
, "%s", ctx
->fog_output
);
1193 sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
[0].offset
]);
1196 case WINED3DSPR_DEPTHOUT
:
1197 strcpy(register_name
, "result.depth");
1200 case WINED3DSPR_ATTROUT
:
1201 /* case WINED3DSPR_OUTPUT: */
1203 sprintf(register_name
, "oD[%u]", reg
->idx
[0].offset
);
1205 strcpy(register_name
, ctx
->color_output
[reg
->idx
[0].offset
]);
1208 case WINED3DSPR_TEXCRDOUT
:
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
]);
1214 strcpy(register_name
, ctx
->vs_output
[reg
->idx
[0].offset
]);
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");
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
1232 sprintf(register_name
, "**aL_emul**");
1237 case WINED3DSPR_CONSTINT
:
1238 sprintf(register_name
, "I%u", reg
->idx
[0].offset
);
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");
1247 FIXME("Unknown MISCTYPE register index %u.\n", reg
->idx
[0].offset
);
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
);
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];
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";
1282 FIXME("Unhandled channel source %#x\n", channel_source
);
1287 struct color_fixup_masks
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
);
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
;
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
;
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
;
1350 char *ptr
= reg_mask
;
1352 if (masks
.sign
!= WINED3DSP_WRITEMASK_ALL
)
1355 if (masks
.sign
& WINED3DSP_WRITEMASK_0
)
1357 if (masks
.sign
& WINED3DSP_WRITEMASK_1
)
1359 if (masks
.sign
& WINED3DSP_WRITEMASK_2
)
1361 if (masks
.sign
& WINED3DSP_WRITEMASK_3
)
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
)
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
;
1389 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1392 case WINED3DSPDM_SATURATE
:
1395 case WINED3DSPDM_PARTIALPRECISION
:
1402 FIXME("Unknown modifiers 0x%08x\n", mod
);
1407 #define TEX_PROJ 0x1
1408 #define TEX_BIAS 0x2
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
;
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
:
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
])
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
;
1457 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1461 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1466 ERR("Unexpected resource type %#x.\n", resource_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";
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
];
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
)
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
);
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
);
1527 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, tex_dst
, coord_reg
, sampler_idx
, tex_type
);
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
;
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 */
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
;
1564 case WINED3DSPSM_NEG
:
1565 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1566 insert_line
= FALSE
;
1568 case WINED3DSPSM_BIAS
:
1569 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1571 case WINED3DSPSM_BIASNEG
:
1572 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1574 case WINED3DSPSM_SIGN
:
1575 shader_addline(buffer
, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1577 case WINED3DSPSM_SIGNNEG
:
1578 shader_addline(buffer
, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1580 case WINED3DSPSM_COMP
:
1581 shader_addline(buffer
, "SUB T%c, %s, %s;\n", 'A' + tmpreg
, one
, regstr
);
1583 case WINED3DSPSM_X2
:
1584 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1586 case WINED3DSPSM_X2NEG
:
1587 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
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
);
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
);
1597 case WINED3DSPSM_ABS
:
1598 if(ctx
->target_version
>= NV2
) {
1599 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1600 insert_line
= FALSE
;
1602 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1605 case WINED3DSPSM_ABSNEG
:
1606 if(ctx
->target_version
>= NV2
) {
1607 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
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
;
1615 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1616 insert_line
= FALSE
;
1619 /* Return modified or original register, with swizzle */
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
;
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
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
)
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
);
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
;
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]);
1692 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
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
;
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
;
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]);
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];
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
));
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
)
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
;
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
);
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
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");
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");
1916 shader_hw_map2gl(ins
);
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
;
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";
1940 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1941 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
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
);
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
);
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
;
1987 DWORD reg_sampler_code
;
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
;
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
);
2006 /* TEX is the only instruction that can handle DW and DZ natively */
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
);
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))
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
;
2041 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
2042 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
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
);
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
);
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
;
2084 DWORD reg1
= ins
->dst
[0].reg
.idx
[0].offset
;
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
;
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
;
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
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");
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];
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
;
2206 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2207 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
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
;
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
;
2250 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2251 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2253 char src0_name
[50], dst_name
[50];
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
;
2272 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2273 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
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
;
2313 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2314 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
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.
2330 * dst_reg.xyz = 2 * --------- * N - E
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
;
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
;
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];
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];
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];
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
)
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
:
2480 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2482 case WINED3DSIH_M4x3
:
2484 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2486 case WINED3DSIH_M3x4
:
2488 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2490 case WINED3DSIH_M3x3
:
2492 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2494 case WINED3DSIH_M3x2
:
2496 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2499 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
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
)
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
);
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
;
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";
2559 case WINED3DSIH_EXP
:
2560 instruction
= "EX2";
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
2567 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2568 instruction
= "LG2";
2570 default: instruction
= "";
2571 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
2575 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
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
);
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
);
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
;
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
,
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
,
2643 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2645 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
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
);
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
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];
2675 char src_name0
[50], src_name1
[50], src_name2
[50];
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
);
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):
2714 * (x/2)^4 = x^4 / 16
2715 * (x/2)^5 = x^5 / 32
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 */
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) */
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
) {
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
) {
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
;
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
);
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
);
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
);
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
;
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
);
2848 shader_addline(buffer
, "ABS TA.x, %s;\n", src0
);
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
);
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
;
2877 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2880 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
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
);
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
;
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 */
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
);
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
);
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");
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
);
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");
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");
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
);
2993 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->no
.loop
);
2997 shader_addline(buffer
, "BRK;\n");
3001 static const char *get_compare(enum wined3d_shader_rel_op 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";
3012 FIXME("Unrecognized operator %#x.\n", op
);
3017 static enum wined3d_shader_rel_op
invert_compare(enum wined3d_shader_rel_op 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
;
3028 FIXME("Unrecognized operator %#x.\n", op
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
;
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
);
3119 if(control_frame
->had_else
)
3121 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->no
.ifc
);
3125 shader_addline(buffer
, "#No else branch. else is endif\n");
3126 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
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
;
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
;
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
)
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");
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");
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
);
3245 shader_addline(buffer
, "MOV TA, %s;\n", zero
);
3248 shader_addline(buffer
, "MOV TA.yzw, %s;\n", zero
);
3251 shader_addline(buffer
, "MOV TA.zw, %s;\n", zero
);
3254 shader_addline(buffer
, "MOV TA.w, %s;\n", zero
);
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
);
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;
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
;
3322 if (TRACE_ON(d3d_shader
))
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
);
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
)));
3339 while ((line
= get_line(&ptr
))) FIXME_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
3340 FIXME_(d3d_shader
)("\n");
3346 if (WARN_ON(d3d_perf
))
3348 GL_EXTCALL(glGetProgramivARB(target
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3349 checkGLcall("glGetProgramivARB()");
3351 WARN_(d3d_perf
)("Program exceeds native resource limits.\n");
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 */
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
);
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
;
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]"
3424 const struct wined3d_shader_signature_element
*input
;
3425 const char *semantic_name
;
3428 switch(args
->super
.vp_mode
)
3430 case pretransformed
:
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
))
3445 semantic_idx
= input
->semantic_idx
;
3447 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
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";
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
];
3465 priv
->ps_input
[input
->register_idx
] = "0.0";
3467 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
3470 priv
->ps_input
[input
->register_idx
] = "fragment.fogcoord";
3472 priv
->ps_input
[input
->register_idx
] = "0.0";
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
]);
3485 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
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";
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
;
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
;
3520 BOOL custom_linear_fog
= FALSE
;
3524 unsigned int i
, found
= 0;
3526 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3529 || (shader
->u
.ps
.color0_mov
&& i
== shader
->u
.ps
.color0_reg
)
3530 || (reg_maps
->shader_version
.major
< 2 && !i
))
3533 sprintf(srgbtmp
[found
], "R%u", i
);
3535 if (found
== 4) break;
3540 sprintf(srgbtmp
[0], "TA");
3541 sprintf(srgbtmp
[1], "TB");
3542 sprintf(srgbtmp
[2], "TC");
3543 sprintf(srgbtmp
[3], "TD");
3547 sprintf(srgbtmp
[1], "TA");
3548 sprintf(srgbtmp
[2], "TB");
3549 sprintf(srgbtmp
[3], "TC");
3552 sprintf(srgbtmp
[2], "TA");
3553 sprintf(srgbtmp
[3], "TB");
3556 sprintf(srgbtmp
[3], "TA");
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
;
3601 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3604 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\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
:
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
;
3628 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3630 case WINED3D_FFP_PS_FOG_EXP
:
3631 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3633 case WINED3D_FFP_PS_FOG_EXP2
:
3634 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
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");
3658 if (priv_ctx
.ps_post_process
)
3660 if (shader
->u
.ps
.color0_mov
)
3662 sprintf(fragcolor
, "R%u", shader
->u
.ps
.color0_reg
);
3666 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3667 strcpy(fragcolor
, "TMP_COLOR");
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
)))
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
);
3730 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3731 control_values
[0], control_values
[1], control_values
[2]);
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
++);
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");
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
)))
3785 if (fixup
->offset
+ (cur_fixup_sampler
>> 1) < max_lconsts
)
3787 fixup
->super
.active
|= (1u << i
);
3788 fixup
->super
.idx
[i
] = cur_fixup_sampler
++;
3792 FIXME("No free constant found to load NP2 fixup data into shader. "
3793 "Sampling from this texture will probably look wrong.\n");
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
)))
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
))
3840 static int compare_sig(const struct wined3d_shader_signature
*sig1
, const struct wined3d_shader_signature
*sig2
)
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;
3864 if ((ret
= strcmp(e1
->semantic_name
, e2
->semantic_name
)))
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;
3880 static void clone_sig(struct wined3d_shader_signature
*new, const struct wined3d_shader_signature
*sig
)
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
)
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
;
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
)
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"
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
)
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";
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";
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";
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";
4002 priv_ctx
->vs_output
[output
->register_idx
] = "result.fogcoord";
4006 priv_ctx
->vs_output
[output
->register_idx
] = "TA";
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
)
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
];
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
)
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";
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";
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
)
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
;
4117 DWORD next_local
= 0;
4118 struct shader_arb_ctx_priv priv_ctx
;
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");
4144 priv_ctx
.target_version
= ARB
;
4147 shader_addline(buffer
, "TEMP TMP_OUT;\n");
4149 shader_addline(buffer
, "TEMP TMP_FOGCOORD;\n");
4150 if (need_helper_const(shader_data
, reg_maps
, gl_info
))
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
);
4178 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
4179 control_values
[0], control_values
[1], control_values
[2]);
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
)
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
)))
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
))
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
;
4255 struct arb_ps_compiled_shader
*new_array
;
4256 struct wined3d_string_buffer buffer
;
4257 struct arb_pshader_private
*shader_data
;
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;
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);
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
));
4301 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4306 ERR("Out of memory\n");
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");
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
)
4350 struct arb_vs_compiled_shader
*new_array
;
4351 struct wined3d_string_buffer buffer
;
4352 struct arb_vshader_private
*shader_data
;
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
));
4400 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4405 ERR("Out of memory\n");
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");
4420 ret
= shader_arb_generate_vshader(shader
, gl_info
, &buffer
, args
,
4421 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
],
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
;
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
])
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
));
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;
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
;
4496 find_vs_compile_args(state
, shader
, context
->stream_info
.swizzle_map
, &args
->super
, context
);
4498 args
->clip
.boolclip_compare
= 0;
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;
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
));
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;
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
;
4570 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
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
);
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
;
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
);
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
;
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");
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
;
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
;
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
;
4774 struct arb_vshader_private
*shader_data
= shader
->backend_data
;
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
);
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
);
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
;
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
);
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
)
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
])
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
;
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
])
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 */
4911 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
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
);
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
])
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
;
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
])
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 */
4953 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
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
;
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
) {
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;
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
;
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");
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];
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;
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]);
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]);
5327 FIXME("Unhandled shader type %#x.\n", reg_maps
->shader_version
.type
);
5332 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
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
));
5340 ERR("Out of memory\n");
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
));
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
))))
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
));
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
);
5377 ERR("Out of memory\n");
5380 HeapFree(GetProcessHeap(), 0, (void *)dst_param
->reg
.idx
[0].rel_addr
);
5381 HeapFree(GetProcessHeap(), 0, dst_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
;
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
);
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
;
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
++;
5465 /* Don't bother recording when we're in a not used if branch */
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 */
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
;
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
5508 list_move_tail(©
, &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
;
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
)
5529 shader_addline(buffer
, "#Iteration %u, aL=%d\n", iteration
, aL
);
5533 shader_addline(buffer
, "#Iteration %u\n", iteration
);
5536 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, 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(©
);
5549 HeapFree(GetProcessHeap(), 0, control_frame
);
5550 return; /* Instruction is handled */
5554 /* This is a nested loop. Proceed to the normal recording function */
5555 HeapFree(GetProcessHeap(), 0, control_frame
);
5562 record_instruction(&priv
->record
, ins
);
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");
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
)
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");
5634 pop_control_frame(ins
);
5638 /* Select handler */
5639 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5641 /* Unhandled opcode */
5644 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
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
,
5668 shader_arb_select_compute
,
5670 shader_arb_update_float_vertex_constants
,
5671 shader_arb_update_float_pixel_constants
,
5672 shader_arb_load_constants
,
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
;
5699 /* Context activation is done by the caller. */
5700 static void arbfp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
5704 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5705 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
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
5722 if (shader_backend
== &arb_program_shader_backend
)
5724 else if (!(priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
))))
5727 wine_rb_init(&priv
->fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
5728 priv
->use_arbfp_fixed_func
= TRUE
;
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. */
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.
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
;
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.
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
;
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
;
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. */
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
;
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. */
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
]);
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
;
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");
5966 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
5967 checkGLcall("glDisable GL_ALPHA_TEST");
5971 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
5972 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
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];
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. */
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
)
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
:
6028 case WINED3DTA_TEXTURE
:
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";
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
:
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";
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";
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
);
6103 case WINED3D_TOP_DISABLE
:
6106 case WINED3D_TOP_SELECT_ARG2
:
6109 case WINED3D_TOP_SELECT_ARG1
:
6110 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
6113 case WINED3D_TOP_MODULATE_4X
:
6116 case WINED3D_TOP_MODULATE_2X
:
6119 case WINED3D_TOP_MODULATE
:
6120 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6123 case WINED3D_TOP_ADD_SIGNED_2X
:
6126 case WINED3D_TOP_ADD_SIGNED
:
6127 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
6130 case WINED3D_TOP_ADD
:
6131 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6134 case WINED3D_TOP_SUBTRACT
:
6135 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
6183 case WINED3D_TOP_DOTPRODUCT3
:
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
);
6190 case WINED3D_TOP_MULTIPLY_ADD
:
6191 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
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
);
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 */
6205 FIXME("Unhandled texture op %08x\n", op
);
6209 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", dstreg
, dstmask
, dstreg
);
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
)
6218 case WINED3D_GL_RES_TYPE_TEX_1D
:
6220 case WINED3D_GL_RES_TYPE_TEX_2D
:
6222 case WINED3D_GL_RES_TYPE_TEX_3D
:
6224 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6226 case WINED3D_GL_RES_TYPE_TEX_RECT
:
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];
6247 if (!string_buffer_init(&buffer
))
6249 ERR("Failed to initialize shader buffer.\n");
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
);
6262 /* Find out which textures are read */
6263 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6265 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
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
;
6288 case WINED3D_TOP_BUMPENVMAP
:
6289 bump_used
|= 1u << stage
;
6291 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6292 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6293 tex_read
|= 1u << stage
;
6296 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6297 tfactor_used
= TRUE
;
6304 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
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
;
6331 shader_addline(&buffer
, "OPTION ARB_fog_linear;\n");
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
)))
6354 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
6356 if (!(bump_used
& (1u << stage
)))
6358 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
6360 if (!(luminance_used
& (1u << stage
)))
6362 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
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
)))
6390 textype
= arbfp_texture_target(settings
->op
[stage
].tex_type
);
6392 if(settings
->op
[stage
].projected
== proj_none
) {
6394 } else if(settings
->op
[stage
].projected
== proj_count4
||
6395 settings
->op
[stage
].projected
== proj_count3
) {
6398 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
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
);
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
);
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
);
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
)
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
;
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
);
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");
6521 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
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
);
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
;
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
;
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
);
6578 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
6581 ERR("Out of memory\n");
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
);
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
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
])
6646 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
6650 new_source
= FOGSOURCE_VS
;
6654 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
6655 new_source
= FOGSOURCE_COORD
;
6657 new_source
= FOGSOURCE_FFP
;
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
)
6842 static void arbfp_free_context_data(struct wined3d_context
*context
)
6846 const struct fragment_pipeline arbfp_fragment_pipeline
= {
6849 arbfp_get_emul_mask
,
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;
6866 struct arbfp_blit_desc
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
;
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
,
6932 const char *tex
, *texinstr
= "TXP";
6934 if (type
->fixup
== COMPLEX_FIXUP_UYVY
)
6945 tex
= arbfp_texture_target(type
->res_type
);
6946 if (type
->res_type
== WINED3D_GL_RES_TYPE_TEX_RECT
)
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:
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");
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
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
);
7016 static BOOL
gen_yv12_read(struct wined3d_string_buffer
*buffer
, const struct arbfp_blit_type
*type
,
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 * +----------------------------------+----
7044 * +----------------+-----------------+----
7046 * | V even rows | V odd rows |
7048 * +----------------+------------------ -
7050 * | U even rows | U odd rows |
7052 * +----------------+-----------------+----
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
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");
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");
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");
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
);
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
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
);
7165 static BOOL
gen_nv12_read(struct wined3d_string_buffer
*buffer
, const struct arbfp_blit_type
*type
,
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 * +----------------------------------+----
7191 * +----------------------------------+----
7192 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7193 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
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");
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");
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
)
7264 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, chroma.w;\n");
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
);
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
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
);
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
)
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");
7314 if (!string_buffer_init(&buffer
))
7316 ERR("Failed to initialize shader buffer.\n");
7320 GL_EXTCALL(glGenProgramsARB(1, &shader
));
7321 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7324 string_buffer_free(&buffer
);
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
);
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 */
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
);
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
)
7392 struct wined3d_string_buffer buffer
;
7393 char luminance_component
;
7395 if (type
->use_color_key
)
7396 FIXME("Implement YUV color keying.\n");
7399 if (!string_buffer_init(&buffer
))
7401 ERR("Failed to initialize shader buffer.\n");
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)");
7411 string_buffer_free(&buffer
);
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
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
);
7471 case COMPLEX_FIXUP_YV12
:
7472 if (!gen_yv12_read(&buffer
, type
, &luminance_component
))
7474 string_buffer_free(&buffer
);
7479 case COMPLEX_FIXUP_NV12
:
7480 if (!gen_nv12_read(&buffer
, type
, &luminance_component
))
7482 string_buffer_free(&buffer
);
7488 FIXME("Unsupported YUV fixup %#x\n", type
->fixup
);
7489 string_buffer_free(&buffer
);
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
);
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
)
7516 struct wined3d_string_buffer buffer
;
7517 const char *tex_target
= arbfp_texture_target(type
->res_type
);
7520 if (!string_buffer_init(&buffer
))
7522 ERR("Failed to initialize shader buffer.\n");
7526 GL_EXTCALL(glGenProgramsARB(1, &shader
));
7529 string_buffer_free(&buffer
);
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");
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
);
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
;
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
);
7584 if (is_complex_fixup(texture
->resource
.format
->color_fixup
))
7585 fixup
= get_complex_fixup(texture
->resource
.format
->color_fixup
);
7587 fixup
= COMPLEX_FIXUP_NONE
;
7589 switch (texture
->target
)
7592 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
7596 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
7600 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_3D
;
7603 case GL_TEXTURE_CUBE_MAP_ARB
:
7604 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_CUBE
;
7607 case GL_TEXTURE_RECTANGLE_ARB
:
7608 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_RECT
;
7612 ERR("Unexpected GL texture type %#x.\n", texture
->target
);
7613 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
7616 type
.use_color_key
= !!color_key
;
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
;
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
);
7634 case COMPLEX_FIXUP_P8
:
7635 shader
= gen_p8_shader(gl_info
, &type
);
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
);
7648 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup
);
7652 desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*desc
));
7657 desc
->shader
= shader
;
7658 if (wine_rb_put(&blitter
->shaders
, &desc
->type
, &desc
->entry
) == -1)
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");
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
;
7708 if (!gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
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");
7720 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
:
7721 case WINED3D_BLIT_OP_COLOR_BLIT
:
7725 TRACE("Unsupported blit_op=%d\n", blit_op
);
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
))
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");
7748 if (is_identity_fixup(src_format
->color_fixup
))
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");
7763 TRACE("[FAILED]\n");
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
:
7778 FIXME("Unsupported YUV fixup %#x\n", src_fixup
);
7779 TRACE("[FAILED]\n");
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
;
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
);
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
;
7828 wined3d_texture_load(src_texture
, context
, FALSE
);
7830 context_apply_blit_state(context
, device
);
7832 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
7835 surface_translate_drawable_coords(dst_surface
, context
->win_handle
, &d
);
7839 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
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
);
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
,
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
)
7909 if (!gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
7912 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
7915 if (!(blitter
= HeapAlloc(GetProcessHeap(), 0, sizeof(*blitter
))))
7917 ERR("Failed to allocate blitter.\n");
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
;