riched20: Implement IsEqual() for ranges.
[wine.git] / dlls / wined3d / arb_program_shader.c
blob1e8784e45a27eab7b5665bcad8788bff4134bcad
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
33 #include <math.h>
34 #include <stdio.h>
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
43 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
45 return type == WINED3D_SHADER_TYPE_PIXEL;
48 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
50 return type == WINED3D_SHADER_TYPE_VERTEX;
53 static const char *get_line(const char **ptr)
55 const char *p, *q;
57 p = *ptr;
58 if (!(q = strstr(p, "\n")))
60 if (!*p) return NULL;
61 *ptr += strlen(p);
62 return p;
64 *ptr = q + 1;
66 return p;
69 enum arb_helper_value
71 ARB_ZERO,
72 ARB_ONE,
73 ARB_TWO,
74 ARB_0001,
75 ARB_EPS,
77 ARB_VS_REL_OFFSET
80 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
82 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
84 ERR("Geometry shaders are unsupported\n");
85 return "bad";
88 if (shader == WINED3D_SHADER_TYPE_PIXEL)
90 switch (value)
92 case ARB_ZERO: return "ps_helper_const.x";
93 case ARB_ONE: return "ps_helper_const.y";
94 case ARB_TWO: return "coefmul.x";
95 case ARB_0001: return "ps_helper_const.xxxy";
96 case ARB_EPS: return "ps_helper_const.z";
97 default: break;
100 else
102 switch (value)
104 case ARB_ZERO: return "helper_const.x";
105 case ARB_ONE: return "helper_const.y";
106 case ARB_TWO: return "helper_const.z";
107 case ARB_EPS: return "helper_const.w";
108 case ARB_0001: return "helper_const.xxxy";
109 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
112 FIXME("Unmanaged %s shader helper constant requested: %u\n",
113 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
114 switch (value)
116 case ARB_ZERO: return "0.0";
117 case ARB_ONE: return "1.0";
118 case ARB_TWO: return "2.0";
119 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
120 case ARB_EPS: return "1e-8";
121 default: return "bad";
125 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
127 return context->lowest_disabled_stage < 7;
130 /* ARB_program_shader private data */
132 struct control_frame
134 struct list entry;
135 enum
138 IFC,
139 LOOP,
141 } type;
142 BOOL muting;
143 BOOL outer_loop;
144 union
146 unsigned int loop;
147 unsigned int ifc;
148 } no;
149 struct wined3d_shader_loop_control loop_control;
150 BOOL had_else;
153 struct arb_ps_np2fixup_info
155 struct ps_np2fixup_info super;
156 /* For ARB we need an offset value:
157 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
158 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
159 * array we need an offset to the index inside the program local parameter array. */
160 UINT offset;
163 struct arb_ps_compile_args
165 struct ps_compile_args super;
166 WORD bools;
167 WORD clip; /* only a boolean, use a WORD for alignment */
168 unsigned char loop_ctrl[MAX_CONST_I][3];
171 struct stb_const_desc
173 unsigned char texunit;
174 UINT const_num;
177 struct arb_ps_compiled_shader
179 struct arb_ps_compile_args args;
180 struct arb_ps_np2fixup_info np2fixup_info;
181 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
182 struct stb_const_desc luminanceconst[MAX_TEXTURES];
183 UINT int_consts[MAX_CONST_I];
184 GLuint prgId;
185 UINT ycorrection;
186 unsigned char numbumpenvmatconsts;
187 char num_int_consts;
190 struct arb_vs_compile_args
192 struct vs_compile_args super;
193 union
195 struct
197 WORD bools;
198 unsigned char clip_texcoord;
199 unsigned char clipplane_mask;
200 } boolclip;
201 DWORD boolclip_compare;
202 } clip;
203 DWORD ps_signature;
204 union
206 unsigned char samplers[4];
207 DWORD samplers_compare;
208 } vertex;
209 unsigned char loop_ctrl[MAX_CONST_I][3];
212 struct arb_vs_compiled_shader
214 struct arb_vs_compile_args args;
215 GLuint prgId;
216 UINT int_consts[MAX_CONST_I];
217 char num_int_consts;
218 char need_color_unclamp;
219 UINT pos_fixup;
222 struct recorded_instruction
224 struct wined3d_shader_instruction ins;
225 struct list entry;
228 struct shader_arb_ctx_priv
230 char addr_reg[20];
231 enum
233 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
234 ARB,
235 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
236 NV2,
237 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
239 } target_version;
241 const struct arb_vs_compile_args *cur_vs_args;
242 const struct arb_ps_compile_args *cur_ps_args;
243 const struct arb_ps_compiled_shader *compiled_fprog;
244 const struct arb_vs_compiled_shader *compiled_vprog;
245 struct arb_ps_np2fixup_info *cur_np2fixup_info;
246 struct list control_frames;
247 struct list record;
248 BOOL recording;
249 BOOL muted;
250 unsigned int num_loops, loop_depth, num_ifcs;
251 int aL;
252 BOOL ps_post_process;
254 unsigned int vs_clipplanes;
255 BOOL footer_written;
256 BOOL in_main_func;
258 /* For 3.0 vertex shaders */
259 const char *vs_output[MAX_REG_OUTPUT];
260 /* For 2.x and earlier vertex shaders */
261 const char *texcrd_output[8], *color_output[2], *fog_output;
263 /* 3.0 pshader input for compatibility with fixed function */
264 const char *ps_input[MAX_REG_INPUT];
267 struct ps_signature
269 struct wined3d_shader_signature sig;
270 DWORD idx;
271 struct wine_rb_entry entry;
274 struct arb_pshader_private {
275 struct arb_ps_compiled_shader *gl_shaders;
276 UINT num_gl_shaders, shader_array_size;
277 DWORD input_signature_idx;
278 DWORD clipplane_emulation;
279 BOOL clamp_consts;
282 struct arb_vshader_private {
283 struct arb_vs_compiled_shader *gl_shaders;
284 UINT num_gl_shaders, shader_array_size;
285 UINT rel_offset;
288 struct shader_arb_priv
290 GLuint current_vprogram_id;
291 GLuint current_fprogram_id;
292 const struct arb_ps_compiled_shader *compiled_fprog;
293 const struct arb_vs_compiled_shader *compiled_vprog;
294 GLuint depth_blt_vprogram_id;
295 GLuint depth_blt_fprogram_id_full[WINED3D_GL_RES_TYPE_COUNT];
296 GLuint depth_blt_fprogram_id_masked[WINED3D_GL_RES_TYPE_COUNT];
297 BOOL use_arbfp_fixed_func;
298 struct wine_rb_tree fragment_shaders;
299 BOOL last_ps_const_clamped;
300 BOOL last_vs_color_unclamp;
302 struct wine_rb_tree signature_tree;
303 DWORD ps_sig_number;
305 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
306 char *vshader_const_dirty, *pshader_const_dirty;
307 const struct wined3d_context *last_context;
309 const struct wined3d_vertex_pipe_ops *vertex_pipe;
310 const struct fragment_pipeline *fragment_pipe;
311 BOOL ffp_proj_control;
314 /* Context activation for state handlers is done by the caller. */
316 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
317 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
319 if (shader_data->rel_offset) return TRUE;
320 if (!reg_maps->usesmova) return FALSE;
321 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
324 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
325 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
327 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
328 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
331 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
332 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
334 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
335 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
336 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
337 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
338 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
339 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
340 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
341 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
342 return FALSE;
345 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
346 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
348 unsigned int ret = 1;
349 /* We use one PARAM for the pos fixup, and in some cases one to load
350 * some immediate values into the shader. */
351 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
352 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
353 return ret;
356 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
357 * When constant_list == NULL, it will load all the constants.
359 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
360 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
362 /* Context activation is done by the caller. */
363 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
364 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
365 const float *constants, char *dirty_consts)
367 struct wined3d_shader_lconst *lconst;
368 DWORD i, j;
369 unsigned int ret;
371 if (TRACE_ON(d3d_constants))
373 for(i = 0; i < max_constants; i++) {
374 if(!dirty_consts[i]) continue;
375 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
376 constants[i * 4 + 0], constants[i * 4 + 1],
377 constants[i * 4 + 2], constants[i * 4 + 3]);
381 i = 0;
383 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
384 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
386 float lcl_const[4];
387 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
388 * shaders, the first 8 constants are marked dirty for reload
390 for(; i < min(8, max_constants); i++) {
391 if(!dirty_consts[i]) continue;
392 dirty_consts[i] = 0;
394 j = 4 * i;
395 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
396 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
397 else lcl_const[0] = constants[j + 0];
399 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
400 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
401 else lcl_const[1] = constants[j + 1];
403 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
404 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
405 else lcl_const[2] = constants[j + 2];
407 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
408 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
409 else lcl_const[3] = constants[j + 3];
411 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
414 /* If further constants are dirty, reload them without clamping.
416 * The alternative is not to touch them, but then we cannot reset the dirty constant count
417 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
418 * above would always re-check the first 8 constants since max_constant remains at the init
419 * value
423 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
425 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
426 * or just reloading *all* constants at once
428 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
430 for(; i < max_constants; i++) {
431 if(!dirty_consts[i]) continue;
433 /* Find the next block of dirty constants */
434 dirty_consts[i] = 0;
435 j = i;
436 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
437 dirty_consts[i] = 0;
440 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
442 } else {
443 for(; i < max_constants; i++) {
444 if(dirty_consts[i]) {
445 dirty_consts[i] = 0;
446 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
450 checkGLcall("glProgramEnvParameter4fvARB()");
452 /* Load immediate constants */
453 if (shader->load_local_constsF)
455 if (TRACE_ON(d3d_shader))
457 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
459 GLfloat* values = (GLfloat*)lconst->value;
460 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
461 values[0], values[1], values[2], values[3]);
464 /* Immediate constants are clamped for 1.X shaders at loading times */
465 ret = 0;
466 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
468 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
469 ret = max(ret, lconst->idx + 1);
470 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
472 checkGLcall("glProgramEnvParameter4fvARB()");
473 return ret; /* The loaded immediate constants need reloading for the next shader */
474 } else {
475 return 0; /* No constants are dirty now */
479 /* Loads the texture dimensions for NP2 fixup into the currently set
480 * ARB_[vertex/fragment]_programs. */
481 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
482 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
484 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
485 WORD active = fixup->super.active;
486 UINT i;
488 if (!active)
489 return;
491 for (i = 0; active; active >>= 1, ++i)
493 const struct wined3d_texture *tex = state->textures[i];
494 unsigned char idx = fixup->super.idx[i];
495 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
497 if (!(active & 1))
498 continue;
500 if (!tex)
502 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
503 continue;
506 if (idx % 2)
508 tex_dim[2] = tex->pow2_matrix[0];
509 tex_dim[3] = tex->pow2_matrix[5];
511 else
513 tex_dim[0] = tex->pow2_matrix[0];
514 tex_dim[1] = tex->pow2_matrix[5];
518 for (i = 0; i < fixup->super.num_consts; ++i)
520 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
521 fixup->offset + i, &np2fixup_constants[i * 4]));
525 /* Context activation is done by the caller. */
526 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
527 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
529 const struct wined3d_gl_info *gl_info = context->gl_info;
530 unsigned char i;
532 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
534 int texunit = gl_shader->bumpenvmatconst[i].texunit;
536 /* The state manager takes care that this function is always called if the bump env matrix changes */
537 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
538 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
539 gl_shader->bumpenvmatconst[i].const_num, data));
541 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
543 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
544 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
545 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
546 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
548 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
549 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
550 gl_shader->luminanceconst[i].const_num, scale));
553 checkGLcall("Load bumpmap consts");
555 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
557 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
558 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
559 * ycorrection.z: 1.0
560 * ycorrection.w: 0.0
562 float val[4];
563 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
564 val[1] = context->render_offscreen ? 1.0f : -1.0f;
565 val[2] = 1.0f;
566 val[3] = 0.0f;
567 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
568 checkGLcall("y correction loading");
571 if (!gl_shader->num_int_consts) return;
573 for(i = 0; i < MAX_CONST_I; i++)
575 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
577 float val[4];
578 val[0] = (float)state->ps_consts_i[4 * i];
579 val[1] = (float)state->ps_consts_i[4 * i + 1];
580 val[2] = (float)state->ps_consts_i[4 * i + 2];
581 val[3] = -1.0f;
583 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
586 checkGLcall("Load ps int consts");
589 /* Context activation is done by the caller. */
590 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
591 const struct wined3d_context *context, const struct wined3d_state *state)
593 const struct wined3d_gl_info *gl_info = context->gl_info;
594 float position_fixup[4];
595 unsigned char i;
597 /* Upload the position fixup */
598 shader_get_position_fixup(context, state, position_fixup);
599 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
601 if (!gl_shader->num_int_consts) return;
603 for(i = 0; i < MAX_CONST_I; i++)
605 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
607 float val[4];
608 val[0] = (float)state->vs_consts_i[4 * i];
609 val[1] = (float)state->vs_consts_i[4 * i + 1];
610 val[2] = (float)state->vs_consts_i[4 * i + 2];
611 val[3] = -1.0f;
613 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
616 checkGLcall("Load vs int consts");
619 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
620 const struct wined3d_state *state);
623 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
625 * We only support float constants in ARB at the moment, so don't
626 * worry about the Integers or Booleans
628 /* Context activation is done by the caller (state handler). */
629 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
630 struct wined3d_context *context, const struct wined3d_state *state,
631 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
633 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
634 const struct wined3d_gl_info *gl_info = context->gl_info;
636 if (!from_shader_select)
638 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
639 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
641 if (vshader
642 && (vshader->reg_maps.boolean_constants
643 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
644 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
646 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
647 shader_arb_select(priv, context, state);
649 else if (pshader
650 && (pshader->reg_maps.boolean_constants
651 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
652 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
654 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
655 shader_arb_select(priv, context, state);
659 if (context != priv->last_context)
661 memset(priv->vshader_const_dirty, 1,
662 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
663 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
665 memset(priv->pshader_const_dirty, 1,
666 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
667 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
669 priv->last_context = context;
672 if (useVertexShader)
674 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
675 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
677 /* Load DirectX 9 float constants for vertex shader */
678 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
679 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
680 shader_arb_vs_local_constants(gl_shader, context, state);
683 if (usePixelShader)
685 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
686 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
687 UINT rt_height = state->fb->render_targets[0]->height;
689 /* Load DirectX 9 float constants for pixel shader */
690 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
691 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
692 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
694 if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
695 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
699 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
700 const struct wined3d_state *state)
702 BOOL vs = use_vs(state);
703 BOOL ps = use_ps(state);
705 shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
708 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
710 struct wined3d_context *context = context_get_current();
711 struct shader_arb_priv *priv = device->shader_priv;
712 unsigned int i;
714 for (i = 0; i < device->context_count; ++i)
716 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
719 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
720 * context. On a context switch the old context will be fully dirtified */
721 if (!context || context->swapchain->device != device) return;
723 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
724 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
727 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
729 struct wined3d_context *context = context_get_current();
730 struct shader_arb_priv *priv = device->shader_priv;
731 unsigned int i;
733 for (i = 0; i < device->context_count; ++i)
735 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
738 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
739 * context. On a context switch the old context will be fully dirtified */
740 if (!context || context->swapchain->device != device) return;
742 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
743 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
746 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
748 char str[4][17];
750 wined3d_ftoa(values[0], str[0]);
751 wined3d_ftoa(values[1], str[1]);
752 wined3d_ftoa(values[2], str[2]);
753 wined3d_ftoa(values[3], str[3]);
754 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
757 /* Generate the variable & register declarations for the ARB_vertex_program output target */
758 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
759 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
760 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
761 const struct shader_arb_ctx_priv *ctx)
763 DWORD i;
764 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
765 const struct wined3d_shader_lconst *lconst;
766 unsigned max_constantsF;
767 DWORD map;
769 /* In pixel shaders, all private constants are program local, we don't need anything
770 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
771 * If we need a private constant the GL implementation will squeeze it in somewhere
773 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
774 * immediate values. The posFixup is loaded using program.env for now, so always
775 * subtract one from the number of constants. If the shader uses indirect addressing,
776 * account for the helper const too because we have to declare all available d3d constants
777 * and don't know which are actually used.
779 if (pshader)
781 max_constantsF = gl_info->limits.arb_ps_native_constants;
782 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
783 if (max_constantsF < 24)
784 max_constantsF = gl_info->limits.arb_ps_float_constants;
786 else
788 const struct arb_vshader_private *shader_data = shader->backend_data;
789 max_constantsF = gl_info->limits.arb_vs_native_constants;
790 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
791 * Also prevents max_constantsF from becoming less than 0 and
792 * wrapping . */
793 if (max_constantsF < 96)
794 max_constantsF = gl_info->limits.arb_vs_float_constants;
796 if (reg_maps->usesrelconstF)
798 DWORD highest_constf = 0, clip_limit;
800 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
801 max_constantsF -= count_bits(reg_maps->integer_constants);
802 max_constantsF -= gl_info->reserved_arb_constants;
804 for (i = 0; i < shader->limits->constant_float; ++i)
806 DWORD idx = i >> 5;
807 DWORD shift = i & 0x1f;
808 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
811 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
813 if(ctx->cur_vs_args->super.clip_enabled)
814 clip_limit = gl_info->limits.clipplanes;
815 else
816 clip_limit = 0;
818 else
820 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
821 clip_limit = min(count_bits(mask), 4);
823 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
824 max_constantsF -= *num_clipplanes;
825 if(*num_clipplanes < clip_limit)
827 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
830 else
832 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
833 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
837 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
839 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
842 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
844 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
847 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
849 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
851 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
855 if (!shader->load_local_constsF)
857 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
859 const float *value;
860 value = (const float *)lconst->value;
861 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
862 shader_arb_append_imm_vec4(buffer, value);
863 shader_addline(buffer, ";\n");
867 /* After subtracting privately used constants from the hardware limit(they are loaded as
868 * local constants), make sure the shader doesn't violate the env constant limit
870 if(pshader)
872 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
874 else
876 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
879 /* Avoid declaring more constants than needed */
880 max_constantsF = min(max_constantsF, shader->limits->constant_float);
882 /* we use the array-based constants array if the local constants are marked for loading,
883 * because then we use indirect addressing, or when the local constant list is empty,
884 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
885 * local constants do not declare the loaded constants as an array because ARB compilers usually
886 * do not optimize unused constants away
888 if (reg_maps->usesrelconstF)
890 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
891 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
892 max_constantsF, max_constantsF - 1);
893 } else {
894 for(i = 0; i < max_constantsF; i++) {
895 DWORD idx, mask;
896 idx = i >> 5;
897 mask = 1 << (i & 0x1f);
898 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
900 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
906 static const char * const shift_tab[] = {
907 "dummy", /* 0 (none) */
908 "coefmul.x", /* 1 (x2) */
909 "coefmul.y", /* 2 (x4) */
910 "coefmul.z", /* 3 (x8) */
911 "coefmul.w", /* 4 (x16) */
912 "dummy", /* 5 (x32) */
913 "dummy", /* 6 (x64) */
914 "dummy", /* 7 (x128) */
915 "dummy", /* 8 (d256) */
916 "dummy", /* 9 (d128) */
917 "dummy", /* 10 (d64) */
918 "dummy", /* 11 (d32) */
919 "coefdiv.w", /* 12 (d16) */
920 "coefdiv.z", /* 13 (d8) */
921 "coefdiv.y", /* 14 (d4) */
922 "coefdiv.x" /* 15 (d2) */
925 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
926 const struct wined3d_shader_dst_param *dst, char *write_mask)
928 char *ptr = write_mask;
930 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
932 *ptr++ = '.';
933 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
934 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
935 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
936 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
939 *ptr = '\0';
942 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
944 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
945 * but addressed as "rgba". To fix this we need to swap the register's x
946 * and z components. */
947 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
948 char *ptr = swizzle_str;
950 /* swizzle bits fields: wwzzyyxx */
951 DWORD swizzle = param->swizzle;
952 DWORD swizzle_x = swizzle & 0x03;
953 DWORD swizzle_y = (swizzle >> 2) & 0x03;
954 DWORD swizzle_z = (swizzle >> 4) & 0x03;
955 DWORD swizzle_w = (swizzle >> 6) & 0x03;
957 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
958 * generate a swizzle string. Unless we need to our own swizzling. */
959 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
961 *ptr++ = '.';
962 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
963 *ptr++ = swizzle_chars[swizzle_x];
964 } else {
965 *ptr++ = swizzle_chars[swizzle_x];
966 *ptr++ = swizzle_chars[swizzle_y];
967 *ptr++ = swizzle_chars[swizzle_z];
968 *ptr++ = swizzle_chars[swizzle_w];
972 *ptr = '\0';
975 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
977 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
978 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
980 if (!strcmp(priv->addr_reg, src)) return;
982 strcpy(priv->addr_reg, src);
983 shader_addline(buffer, "ARL A0.x, %s;\n", src);
986 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
987 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
989 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
990 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
992 /* oPos, oFog and oPts in D3D */
993 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
994 const struct wined3d_shader *shader = ins->ctx->shader;
995 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
996 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
997 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
999 *is_color = FALSE;
1001 switch (reg->type)
1003 case WINED3DSPR_TEMP:
1004 sprintf(register_name, "R%u", reg->idx[0].offset);
1005 break;
1007 case WINED3DSPR_INPUT:
1008 if (pshader)
1010 if (reg_maps->shader_version.major < 3)
1012 if (!reg->idx[0].offset)
1013 strcpy(register_name, "fragment.color.primary");
1014 else
1015 strcpy(register_name, "fragment.color.secondary");
1017 else
1019 if (reg->idx[0].rel_addr)
1021 char rel_reg[50];
1022 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1024 if (!strcmp(rel_reg, "**aL_emul**"))
1026 DWORD idx = ctx->aL + reg->idx[0].offset;
1027 if(idx < MAX_REG_INPUT)
1029 strcpy(register_name, ctx->ps_input[idx]);
1031 else
1033 ERR("Pixel shader input register out of bounds: %u\n", idx);
1034 sprintf(register_name, "out_of_bounds_%u", idx);
1037 else if (reg_maps->input_registers & 0x0300)
1039 /* There are two ways basically:
1041 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1042 * That means trouble if the loop also contains a breakc or if the control values
1043 * aren't local constants.
1044 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1045 * source dynamically. The trouble is that we cannot simply read aL.y because it
1046 * is an ADDRESS register. We could however push it, load .zw with a value and use
1047 * ADAC to load the condition code register and pop it again afterwards
1049 FIXME("Relative input register addressing with more than 8 registers\n");
1051 /* This is better than nothing for now */
1052 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1054 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1056 /* This is problematic because we'd have to consult the ctx->ps_input strings
1057 * for where to find the varying. Some may be "0.0", others can be texcoords or
1058 * colors. This needs either a pipeline replacement to make the vertex shader feed
1059 * proper varyings, or loop unrolling
1061 * For now use the texcoords and hope for the best
1063 FIXME("Non-vertex shader varying input with indirect addressing\n");
1064 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1066 else
1068 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1069 * pulls GL_NV_fragment_program2 in
1071 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1074 else
1076 if (reg->idx[0].offset < MAX_REG_INPUT)
1078 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1080 else
1082 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1083 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1088 else
1090 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
1091 *is_color = TRUE;
1092 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1094 break;
1096 case WINED3DSPR_CONST:
1097 if (!pshader && reg->idx[0].rel_addr)
1099 const struct arb_vshader_private *shader_data = shader->backend_data;
1100 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1101 BOOL aL = FALSE;
1102 char rel_reg[50];
1103 if (reg_maps->shader_version.major < 2)
1105 sprintf(rel_reg, "A0.x");
1107 else
1109 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1110 if (ctx->target_version == ARB)
1112 if (!strcmp(rel_reg, "**aL_emul**"))
1114 aL = TRUE;
1115 } else {
1116 shader_arb_request_a0(ins, rel_reg);
1117 sprintf(rel_reg, "A0.x");
1121 if (aL)
1122 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1123 else if (reg->idx[0].offset >= rel_offset)
1124 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1125 else
1126 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1128 else
1130 if (reg_maps->usesrelconstF)
1131 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1132 else
1133 sprintf(register_name, "C%u", reg->idx[0].offset);
1135 break;
1137 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1138 if (pshader)
1140 if (reg_maps->shader_version.major == 1
1141 && reg_maps->shader_version.minor <= 3)
1142 /* In ps <= 1.3, Tx is a temporary register as destination
1143 * to all instructions, and as source to most instructions.
1144 * For some instructions it is the texcoord input. Those
1145 * instructions know about the special use. */
1146 sprintf(register_name, "T%u", reg->idx[0].offset);
1147 else
1148 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1149 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1151 else
1153 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1154 sprintf(register_name, "A%u", reg->idx[0].offset);
1155 else
1156 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1158 break;
1160 case WINED3DSPR_COLOROUT:
1161 if (ctx->ps_post_process && !reg->idx[0].offset)
1163 strcpy(register_name, "TMP_COLOR");
1165 else
1167 if (ctx->cur_ps_args->super.srgb_correction)
1168 FIXME("sRGB correction on higher render targets.\n");
1169 if (reg_maps->rt_mask > 1)
1170 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1171 else
1172 strcpy(register_name, "result.color");
1174 break;
1176 case WINED3DSPR_RASTOUT:
1177 if (reg->idx[0].offset == 1)
1178 sprintf(register_name, "%s", ctx->fog_output);
1179 else
1180 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1181 break;
1183 case WINED3DSPR_DEPTHOUT:
1184 strcpy(register_name, "result.depth");
1185 break;
1187 case WINED3DSPR_ATTROUT:
1188 /* case WINED3DSPR_OUTPUT: */
1189 if (pshader)
1190 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1191 else
1192 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1193 break;
1195 case WINED3DSPR_TEXCRDOUT:
1196 if (pshader)
1197 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1198 else if (reg_maps->shader_version.major < 3)
1199 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1200 else
1201 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1202 break;
1204 case WINED3DSPR_LOOP:
1205 if(ctx->target_version >= NV2)
1207 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1208 if(pshader) sprintf(register_name, "A0.x");
1209 else sprintf(register_name, "aL.y");
1211 else
1213 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1214 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1215 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1216 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1217 * indexing
1219 sprintf(register_name, "**aL_emul**");
1222 break;
1224 case WINED3DSPR_CONSTINT:
1225 sprintf(register_name, "I%u", reg->idx[0].offset);
1226 break;
1228 case WINED3DSPR_MISCTYPE:
1229 if (!reg->idx[0].offset)
1230 sprintf(register_name, "vpos");
1231 else if (reg->idx[0].offset == 1)
1232 sprintf(register_name, "fragment.facing.x");
1233 else
1234 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1235 break;
1237 default:
1238 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1239 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1240 break;
1244 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1245 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1247 char register_name[255];
1248 char write_mask[6];
1249 BOOL is_color;
1251 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1252 strcpy(str, register_name);
1254 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1255 strcat(str, write_mask);
1258 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1260 switch(channel_source)
1262 case CHANNEL_SOURCE_ZERO: return "0";
1263 case CHANNEL_SOURCE_ONE: return "1";
1264 case CHANNEL_SOURCE_X: return "x";
1265 case CHANNEL_SOURCE_Y: return "y";
1266 case CHANNEL_SOURCE_Z: return "z";
1267 case CHANNEL_SOURCE_W: return "w";
1268 default:
1269 FIXME("Unhandled channel source %#x\n", channel_source);
1270 return "undefined";
1274 struct color_fixup_masks
1276 DWORD source;
1277 DWORD sign;
1280 static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
1282 struct color_fixup_masks masks = {0, 0};
1284 if (is_complex_fixup(fixup))
1286 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1287 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1288 return masks;
1291 if (fixup.x_source != CHANNEL_SOURCE_X)
1292 masks.source |= WINED3DSP_WRITEMASK_0;
1293 if (fixup.y_source != CHANNEL_SOURCE_Y)
1294 masks.source |= WINED3DSP_WRITEMASK_1;
1295 if (fixup.z_source != CHANNEL_SOURCE_Z)
1296 masks.source |= WINED3DSP_WRITEMASK_2;
1297 if (fixup.w_source != CHANNEL_SOURCE_W)
1298 masks.source |= WINED3DSP_WRITEMASK_3;
1299 masks.source &= dst_mask;
1301 if (fixup.x_sign_fixup)
1302 masks.sign |= WINED3DSP_WRITEMASK_0;
1303 if (fixup.y_sign_fixup)
1304 masks.sign |= WINED3DSP_WRITEMASK_1;
1305 if (fixup.z_sign_fixup)
1306 masks.sign |= WINED3DSP_WRITEMASK_2;
1307 if (fixup.w_sign_fixup)
1308 masks.sign |= WINED3DSP_WRITEMASK_3;
1309 masks.sign &= dst_mask;
1311 return masks;
1314 static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
1315 const char *src, const char *one, const char *two,
1316 struct color_fixup_desc fixup, struct color_fixup_masks masks)
1318 const char *sign_fixup_src = dst;
1320 if (masks.source)
1322 if (masks.sign)
1323 sign_fixup_src = "TA";
1325 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
1326 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1327 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1329 else if (masks.sign)
1331 sign_fixup_src = src;
1334 if (masks.sign)
1336 char reg_mask[6];
1337 char *ptr = reg_mask;
1339 if (masks.sign != WINED3DSP_WRITEMASK_ALL)
1341 *ptr++ = '.';
1342 if (masks.sign & WINED3DSP_WRITEMASK_0)
1343 *ptr++ = 'x';
1344 if (masks.sign & WINED3DSP_WRITEMASK_1)
1345 *ptr++ = 'y';
1346 if (masks.sign & WINED3DSP_WRITEMASK_2)
1347 *ptr++ = 'z';
1348 if (masks.sign & WINED3DSP_WRITEMASK_3)
1349 *ptr++ = 'w';
1351 *ptr = '\0';
1353 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
1357 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1359 DWORD mod;
1360 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1361 if (!ins->dst_count) return "";
1363 mod = ins->dst[0].modifiers;
1365 /* Silently ignore PARTIALPRECISION if its not supported */
1366 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1368 if(mod & WINED3DSPDM_MSAMPCENTROID)
1370 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1371 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1374 switch(mod)
1376 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1377 return "H_SAT";
1379 case WINED3DSPDM_SATURATE:
1380 return "_SAT";
1382 case WINED3DSPDM_PARTIALPRECISION:
1383 return "H";
1385 case 0:
1386 return "";
1388 default:
1389 FIXME("Unknown modifiers 0x%08x\n", mod);
1390 return "";
1394 #define TEX_PROJ 0x1
1395 #define TEX_BIAS 0x2
1396 #define TEX_LOD 0x4
1397 #define TEX_DERIV 0x10
1399 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1400 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1402 enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1403 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1404 const char *tex_type;
1405 BOOL np2_fixup = FALSE;
1406 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1407 const char *mod;
1408 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1409 const struct wined3d_shader *shader;
1410 const struct wined3d_device *device;
1411 const struct wined3d_gl_info *gl_info;
1412 const char *tex_dst = dst_str;
1413 struct color_fixup_masks masks;
1415 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1416 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1418 switch (resource_type)
1420 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1421 tex_type = "1D";
1422 break;
1424 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1425 shader = ins->ctx->shader;
1426 device = shader->device;
1427 gl_info = &device->adapter->gl_info;
1429 if (pshader && priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx)
1430 && gl_info->supported[ARB_TEXTURE_RECTANGLE])
1431 tex_type = "RECT";
1432 else
1433 tex_type = "2D";
1434 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1436 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1438 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1439 else np2_fixup = TRUE;
1442 break;
1444 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1445 tex_type = "3D";
1446 break;
1448 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1449 tex_type = "CUBE";
1450 break;
1452 default:
1453 ERR("Unexpected resource type %#x.\n", resource_type);
1454 tex_type = "";
1457 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1458 * so don't use shader_arb_get_modifier
1460 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1461 else mod = "";
1463 /* Fragment samplers always have indentity mapping */
1464 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1466 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1469 if (pshader)
1471 masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
1472 ins->dst[0].write_mask);
1474 if (masks.source || masks.sign)
1475 tex_dst = "TA";
1478 if (flags & TEX_DERIV)
1480 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1481 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1482 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1483 dsx, dsy, sampler_idx, tex_type);
1485 else if(flags & TEX_LOD)
1487 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1488 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1489 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1490 sampler_idx, tex_type);
1492 else if (flags & TEX_BIAS)
1494 /* Shouldn't be possible, but let's check for it */
1495 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1496 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1497 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1499 else if (flags & TEX_PROJ)
1501 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1503 else
1505 if (np2_fixup)
1507 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1508 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1509 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1511 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
1513 else
1514 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1517 if (pshader)
1519 gen_color_correction(buffer, dst_str, tex_dst,
1520 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1521 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1522 priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
1526 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1527 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1529 /* Generate a line that does the input modifier computation and return the input register to use */
1530 BOOL is_color = FALSE, insert_line;
1531 char regstr[256];
1532 char swzstr[20];
1533 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1534 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1535 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1536 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1538 /* Assume a new line will be added */
1539 insert_line = TRUE;
1541 /* Get register name */
1542 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1543 shader_arb_get_swizzle(src, is_color, swzstr);
1545 switch (src->modifiers)
1547 case WINED3DSPSM_NONE:
1548 sprintf(outregstr, "%s%s", regstr, swzstr);
1549 insert_line = FALSE;
1550 break;
1551 case WINED3DSPSM_NEG:
1552 sprintf(outregstr, "-%s%s", regstr, swzstr);
1553 insert_line = FALSE;
1554 break;
1555 case WINED3DSPSM_BIAS:
1556 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1557 break;
1558 case WINED3DSPSM_BIASNEG:
1559 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1560 break;
1561 case WINED3DSPSM_SIGN:
1562 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1563 break;
1564 case WINED3DSPSM_SIGNNEG:
1565 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1566 break;
1567 case WINED3DSPSM_COMP:
1568 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1569 break;
1570 case WINED3DSPSM_X2:
1571 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1572 break;
1573 case WINED3DSPSM_X2NEG:
1574 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1575 break;
1576 case WINED3DSPSM_DZ:
1577 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1578 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1579 break;
1580 case WINED3DSPSM_DW:
1581 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1582 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1583 break;
1584 case WINED3DSPSM_ABS:
1585 if(ctx->target_version >= NV2) {
1586 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1587 insert_line = FALSE;
1588 } else {
1589 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1591 break;
1592 case WINED3DSPSM_ABSNEG:
1593 if(ctx->target_version >= NV2) {
1594 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1595 } else {
1596 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1597 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1599 insert_line = FALSE;
1600 break;
1601 default:
1602 sprintf(outregstr, "%s%s", regstr, swzstr);
1603 insert_line = FALSE;
1606 /* Return modified or original register, with swizzle */
1607 if (insert_line)
1608 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1611 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1613 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1614 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1615 DWORD sampler_code = dst->reg.idx[0].offset;
1616 char dst_name[50];
1617 char src_name[2][50];
1619 shader_arb_get_dst_param(ins, dst, dst_name);
1621 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1623 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1624 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1625 * temps is done.
1627 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1628 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1629 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1630 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1631 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1633 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1634 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1637 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1639 *extra_char = ' ';
1640 switch(mod)
1642 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1643 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1644 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1645 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1646 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1647 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1648 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1649 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1650 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1651 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1652 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1653 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1654 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1656 FIXME("Unknown modifier %u\n", mod);
1657 return mod;
1660 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1662 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1663 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1664 char dst_name[50];
1665 char src_name[3][50];
1666 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1667 ins->ctx->reg_maps->shader_version.minor);
1669 shader_arb_get_dst_param(ins, dst, dst_name);
1670 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1672 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1673 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1675 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1677 else
1679 struct wined3d_shader_src_param src0_copy = ins->src[0];
1680 char extra_neg;
1682 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1683 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1685 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1686 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1687 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1688 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1689 dst_name, src_name[1], src_name[2]);
1693 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1695 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1696 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1697 char dst_name[50];
1698 char src_name[3][50];
1700 shader_arb_get_dst_param(ins, dst, dst_name);
1702 /* Generate input register names (with modifiers) */
1703 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1704 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1705 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1707 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1708 dst_name, src_name[0], src_name[2], src_name[1]);
1711 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1712 * dst = dot2(src0, src1) + src2 */
1713 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1715 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1716 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1717 char dst_name[50];
1718 char src_name[3][50];
1719 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1721 shader_arb_get_dst_param(ins, dst, dst_name);
1722 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1723 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1725 if(ctx->target_version >= NV3)
1727 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1728 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1729 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1730 dst_name, src_name[0], src_name[1], src_name[2]);
1732 else if(ctx->target_version >= NV2)
1734 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1735 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1736 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1737 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1739 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1741 * .xyxy and other swizzles that we could get with this are not valid in
1742 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1744 struct wined3d_shader_src_param tmp_param = ins->src[1];
1745 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1746 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1748 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1750 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1751 dst_name, src_name[2], src_name[0], src_name[1]);
1753 else
1755 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1756 /* 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]
1757 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1759 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1760 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1761 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1762 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1766 /* Map the opcode 1-to-1 to the GL code */
1767 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1769 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1770 const char *instruction;
1771 char arguments[256], dst_str[50];
1772 unsigned int i;
1773 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1775 switch (ins->handler_idx)
1777 case WINED3DSIH_ABS: instruction = "ABS"; break;
1778 case WINED3DSIH_ADD: instruction = "ADD"; break;
1779 case WINED3DSIH_CRS: instruction = "XPD"; break;
1780 case WINED3DSIH_DP3: instruction = "DP3"; break;
1781 case WINED3DSIH_DP4: instruction = "DP4"; break;
1782 case WINED3DSIH_DST: instruction = "DST"; break;
1783 case WINED3DSIH_FRC: instruction = "FRC"; break;
1784 case WINED3DSIH_LIT: instruction = "LIT"; break;
1785 case WINED3DSIH_LRP: instruction = "LRP"; break;
1786 case WINED3DSIH_MAD: instruction = "MAD"; break;
1787 case WINED3DSIH_MAX: instruction = "MAX"; break;
1788 case WINED3DSIH_MIN: instruction = "MIN"; break;
1789 case WINED3DSIH_MOV: instruction = "MOV"; break;
1790 case WINED3DSIH_MUL: instruction = "MUL"; break;
1791 case WINED3DSIH_SGE: instruction = "SGE"; break;
1792 case WINED3DSIH_SLT: instruction = "SLT"; break;
1793 case WINED3DSIH_SUB: instruction = "SUB"; break;
1794 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1795 case WINED3DSIH_DSX: instruction = "DDX"; break;
1796 default: instruction = "";
1797 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1798 break;
1801 /* Note that shader_arb_add_dst_param() adds spaces. */
1802 arguments[0] = '\0';
1803 shader_arb_get_dst_param(ins, dst, dst_str);
1804 for (i = 0; i < ins->src_count; ++i)
1806 char operand[100];
1807 strcat(arguments, ", ");
1808 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1809 strcat(arguments, operand);
1811 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1814 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1816 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1818 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1821 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1823 const struct wined3d_shader *shader = ins->ctx->shader;
1824 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1825 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1826 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1827 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1828 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1829 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1831 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1832 char src0_param[256];
1834 if (ins->handler_idx == WINED3DSIH_MOVA)
1836 const struct arb_vshader_private *shader_data = shader->backend_data;
1837 char write_mask[6];
1838 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1840 if(ctx->target_version >= NV2) {
1841 shader_hw_map2gl(ins);
1842 return;
1844 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1845 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1847 /* This implements the mova formula used in GLSL. The first two instructions
1848 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1849 * in this case:
1850 * mova A0.x, 0.0
1852 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1854 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1855 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1857 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1858 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1860 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1861 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1862 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1863 if (shader_data->rel_offset)
1865 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1867 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1869 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1871 else if (reg_maps->shader_version.major == 1
1872 && !shader_is_pshader_version(reg_maps->shader_version.type)
1873 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1875 const struct arb_vshader_private *shader_data = shader->backend_data;
1876 src0_param[0] = '\0';
1878 if (shader_data->rel_offset && ctx->target_version == ARB)
1880 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1881 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1882 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1883 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1885 else
1887 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1888 * with more than one component. Thus replicate the first source argument over all
1889 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1890 struct wined3d_shader_src_param tmp_src = ins->src[0];
1891 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1892 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1893 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1896 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1898 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1900 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1901 return;
1903 shader_hw_map2gl(ins);
1905 else
1907 shader_hw_map2gl(ins);
1911 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1913 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1914 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1915 char reg_dest[40];
1917 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1918 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1920 shader_arb_get_dst_param(ins, dst, reg_dest);
1922 if (ins->ctx->reg_maps->shader_version.major >= 2)
1924 const char *kilsrc = "TA";
1925 BOOL is_color;
1927 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1928 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1930 kilsrc = reg_dest;
1932 else
1934 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1935 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1936 * masked out components to 0(won't kill)
1938 char x = '0', y = '0', z = '0', w = '0';
1939 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1940 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1941 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1942 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1943 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1945 shader_addline(buffer, "KIL %s;\n", kilsrc);
1947 else
1949 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1950 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1952 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1953 * or pass in any temporary register(in shader phase 2)
1955 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1956 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1957 else
1958 shader_arb_get_dst_param(ins, dst, reg_dest);
1959 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1960 shader_addline(buffer, "KIL TA;\n");
1964 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1966 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1967 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1968 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1969 ins->ctx->reg_maps->shader_version.minor);
1970 struct wined3d_shader_src_param src;
1972 char reg_dest[40];
1973 char reg_coord[40];
1974 DWORD reg_sampler_code;
1975 WORD myflags = 0;
1976 BOOL swizzle_coord = FALSE;
1978 /* All versions have a destination register */
1979 shader_arb_get_dst_param(ins, dst, reg_dest);
1981 /* 1.0-1.4: Use destination register number as texture code.
1982 2.0+: Use provided sampler number as texure code. */
1983 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1984 reg_sampler_code = dst->reg.idx[0].offset;
1985 else
1986 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1988 /* 1.0-1.3: Use the texcoord varying.
1989 1.4+: Use provided coordinate source register. */
1990 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1991 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1992 else {
1993 /* TEX is the only instruction that can handle DW and DZ natively */
1994 src = ins->src[0];
1995 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1996 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1997 shader_arb_get_src_param(ins, &src, 0, reg_coord);
2000 /* projection flag:
2001 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2002 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2003 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2005 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2007 DWORD flags = 0;
2008 if (reg_sampler_code < MAX_TEXTURES)
2009 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2010 if (flags & WINED3D_PSARGS_PROJECTED)
2012 myflags |= TEX_PROJ;
2013 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
2014 swizzle_coord = TRUE;
2017 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2019 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2020 if (src_mod == WINED3DSPSM_DZ)
2022 swizzle_coord = TRUE;
2023 myflags |= TEX_PROJ;
2024 } else if(src_mod == WINED3DSPSM_DW) {
2025 myflags |= TEX_PROJ;
2027 } else {
2028 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2029 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2032 if (swizzle_coord)
2034 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2035 * reg_coord is a read-only varying register, so we need a temp reg */
2036 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2037 strcpy(reg_coord, "TA");
2040 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2043 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2045 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2046 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2047 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2048 ins->ctx->reg_maps->shader_version.minor);
2049 char dst_str[50];
2051 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2053 DWORD reg = dst->reg.idx[0].offset;
2055 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2056 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2057 } else {
2058 char reg_src[40];
2060 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2061 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2062 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2066 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2068 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2069 DWORD flags = 0;
2071 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2072 char dst_str[50];
2073 char src_str[50];
2075 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2076 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2077 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2078 /* Move .x first in case src_str is "TA" */
2079 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2080 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2081 if (reg1 < MAX_TEXTURES)
2083 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2084 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2086 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2089 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2091 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2093 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2094 char dst_str[50];
2095 char src_str[50];
2097 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2098 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2099 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2100 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2101 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2102 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2105 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2107 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2108 char dst_str[50];
2109 char src_str[50];
2111 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2112 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2113 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2114 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2117 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2119 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2120 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2121 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2122 char reg_coord[40], dst_reg[50], src_reg[50];
2123 DWORD reg_dest_code;
2125 /* All versions have a destination register. The Tx where the texture coordinates come
2126 * from is the varying incarnation of the texture register
2128 reg_dest_code = dst->reg.idx[0].offset;
2129 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2130 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2131 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2133 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2134 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2136 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2137 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2139 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2140 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2141 * extension.
2143 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2144 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2145 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2146 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2148 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2149 * so we can't let the GL handle this.
2151 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2152 & WINED3D_PSARGS_PROJECTED)
2154 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2155 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2156 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2157 } else {
2158 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2161 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2163 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2165 /* No src swizzles are allowed, so this is ok */
2166 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2167 src_reg, reg_dest_code, reg_dest_code);
2168 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2172 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2174 DWORD reg = ins->dst[0].reg.idx[0].offset;
2175 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2176 char src0_name[50], dst_name[50];
2177 BOOL is_color;
2178 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2180 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2181 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2182 * T<reg+1> register. Use this register to store the calculated vector
2184 tmp_reg.idx[0].offset = reg + 1;
2185 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2186 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2189 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2191 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2192 DWORD flags;
2193 DWORD reg = ins->dst[0].reg.idx[0].offset;
2194 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2195 char dst_str[50];
2196 char src0_name[50];
2197 char dst_reg[50];
2198 BOOL is_color;
2200 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2201 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2203 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2204 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2205 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2206 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2207 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2210 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2212 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2213 DWORD reg = ins->dst[0].reg.idx[0].offset;
2214 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2215 char src0_name[50], dst_name[50];
2216 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2217 BOOL is_color;
2219 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2220 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2221 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2223 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2224 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2226 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2227 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2228 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2229 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2232 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2234 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2235 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2236 DWORD flags;
2237 DWORD reg = ins->dst[0].reg.idx[0].offset;
2238 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2239 char dst_str[50];
2240 char src0_name[50], dst_name[50];
2241 BOOL is_color;
2243 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2244 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2245 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2247 /* Sample the texture using the calculated coordinates */
2248 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2249 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2250 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2251 tex_mx->current_row = 0;
2254 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2256 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2257 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2258 DWORD flags;
2259 DWORD reg = ins->dst[0].reg.idx[0].offset;
2260 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2261 char dst_str[50];
2262 char src0_name[50];
2263 char dst_reg[50];
2264 BOOL is_color;
2266 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2267 * components for temporary data storage
2269 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2270 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2271 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2273 /* Construct the eye-ray vector from w coordinates */
2274 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2275 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2276 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2278 /* Calculate reflection vector
2280 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2281 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2282 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2283 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2284 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2285 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2286 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2288 /* Sample the texture using the calculated coordinates */
2289 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2290 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2291 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2292 tex_mx->current_row = 0;
2295 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2297 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2298 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2299 DWORD flags;
2300 DWORD reg = ins->dst[0].reg.idx[0].offset;
2301 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2302 char dst_str[50];
2303 char src0_name[50];
2304 char src1_name[50];
2305 char dst_reg[50];
2306 BOOL is_color;
2308 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2309 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2310 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2311 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2312 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2314 /* Calculate reflection vector.
2316 * dot(N, E)
2317 * dst_reg.xyz = 2 * --------- * N - E
2318 * dot(N, N)
2320 * Which normalizes the normal vector
2322 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2323 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2324 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2325 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2326 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2327 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2329 /* Sample the texture using the calculated coordinates */
2330 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2331 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2332 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2333 tex_mx->current_row = 0;
2336 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2338 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2339 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2340 char dst_name[50];
2341 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2342 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2344 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2345 * which is essentially an input, is the destination register because it is the first
2346 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2347 * here(writemasks/swizzles are not valid on texdepth)
2349 shader_arb_get_dst_param(ins, dst, dst_name);
2351 /* According to the msdn, the source register(must be r5) is unusable after
2352 * the texdepth instruction, so we're free to modify it
2354 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2356 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2357 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2358 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2360 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2361 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2362 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2363 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2366 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2367 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2368 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2369 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2371 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2372 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2373 char src0[50];
2374 char dst_str[50];
2376 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2377 shader_addline(buffer, "MOV TB, 0.0;\n");
2378 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2380 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2381 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2384 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2385 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2386 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2388 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2389 char src0[50];
2390 char dst_str[50];
2391 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2393 /* Handle output register */
2394 shader_arb_get_dst_param(ins, dst, dst_str);
2395 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2396 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2399 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2400 * Perform the 3rd row of a 3x3 matrix multiply */
2401 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2403 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2404 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2405 char dst_str[50], dst_name[50];
2406 char src0[50];
2407 BOOL is_color;
2409 shader_arb_get_dst_param(ins, dst, dst_str);
2410 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2411 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2412 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2413 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2416 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2417 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2418 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2419 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2421 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2423 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2424 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2425 char src0[50], dst_name[50];
2426 BOOL is_color;
2427 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2428 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2430 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2431 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2432 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2434 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2435 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2436 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2438 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2439 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2440 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2441 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2444 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2445 Vertex/Pixel shaders to ARB_vertex_program codes */
2446 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2448 int i;
2449 int nComponents = 0;
2450 struct wined3d_shader_dst_param tmp_dst = {{0}};
2451 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2452 struct wined3d_shader_instruction tmp_ins;
2454 memset(&tmp_ins, 0, sizeof(tmp_ins));
2456 /* Set constants for the temporary argument */
2457 tmp_ins.ctx = ins->ctx;
2458 tmp_ins.dst_count = 1;
2459 tmp_ins.dst = &tmp_dst;
2460 tmp_ins.src_count = 2;
2461 tmp_ins.src = tmp_src;
2463 switch(ins->handler_idx)
2465 case WINED3DSIH_M4x4:
2466 nComponents = 4;
2467 tmp_ins.handler_idx = WINED3DSIH_DP4;
2468 break;
2469 case WINED3DSIH_M4x3:
2470 nComponents = 3;
2471 tmp_ins.handler_idx = WINED3DSIH_DP4;
2472 break;
2473 case WINED3DSIH_M3x4:
2474 nComponents = 4;
2475 tmp_ins.handler_idx = WINED3DSIH_DP3;
2476 break;
2477 case WINED3DSIH_M3x3:
2478 nComponents = 3;
2479 tmp_ins.handler_idx = WINED3DSIH_DP3;
2480 break;
2481 case WINED3DSIH_M3x2:
2482 nComponents = 2;
2483 tmp_ins.handler_idx = WINED3DSIH_DP3;
2484 break;
2485 default:
2486 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2487 break;
2490 tmp_dst = ins->dst[0];
2491 tmp_src[0] = ins->src[0];
2492 tmp_src[1] = ins->src[1];
2493 for (i = 0; i < nComponents; ++i)
2495 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2496 shader_hw_map2gl(&tmp_ins);
2497 ++tmp_src[1].reg.idx[0].offset;
2501 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2503 *need_abs = FALSE;
2505 switch(mod)
2507 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2508 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2509 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2510 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2511 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2512 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2513 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2514 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2515 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2516 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2517 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2518 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2519 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2521 FIXME("Unknown modifier %u\n", mod);
2522 return mod;
2525 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2527 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2528 const char *instruction;
2529 struct wined3d_shader_src_param src0_copy = ins->src[0];
2530 BOOL need_abs = FALSE;
2532 char dst[50];
2533 char src[50];
2535 switch(ins->handler_idx)
2537 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2538 case WINED3DSIH_RCP: instruction = "RCP"; break;
2539 case WINED3DSIH_EXPP:
2540 if (ins->ctx->reg_maps->shader_version.major < 2)
2542 instruction = "EXP";
2543 break;
2545 /* Drop through. */
2546 case WINED3DSIH_EXP:
2547 instruction = "EX2";
2548 break;
2549 case WINED3DSIH_LOG:
2550 case WINED3DSIH_LOGP:
2551 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2552 * instruction, but notice that the output of those instructions is
2553 * different. */
2554 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2555 instruction = "LG2";
2556 break;
2557 default: instruction = "";
2558 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2559 break;
2562 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2563 * .w is used. */
2564 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2566 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2567 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2569 if(need_abs)
2571 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2572 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2574 else
2576 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2581 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2583 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2584 char dst_name[50];
2585 char src_name[50];
2586 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2587 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2588 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2590 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2591 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2593 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2594 * otherwise NRM or RSQ would return NaN */
2595 if(pshader && priv->target_version >= NV3)
2597 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2599 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2601 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2602 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2603 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2605 else if(priv->target_version >= NV2)
2607 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2608 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2609 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2610 src_name);
2612 else
2614 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2616 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2617 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2618 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2620 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2621 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2623 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2624 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2625 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2626 src_name);
2630 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2632 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2633 char dst_name[50];
2634 char src_name[3][50];
2636 /* ARB_fragment_program has a convenient LRP instruction */
2637 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2638 shader_hw_map2gl(ins);
2639 return;
2642 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2643 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2644 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2645 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2647 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2648 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2649 dst_name, src_name[0], src_name[2]);
2652 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2654 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2655 * must contain fixed constants. So we need a separate function to filter those constants and
2656 * can't use map2gl
2658 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2659 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2660 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2661 char dst_name[50];
2662 char src_name0[50], src_name1[50], src_name2[50];
2663 BOOL is_color;
2665 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2666 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2667 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2668 /* No modifiers are supported on SCS */
2669 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2671 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2673 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2674 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2676 } else if(priv->target_version >= NV2) {
2677 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2679 /* Sincos writemask must be .x, .y or .xy */
2680 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2681 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2682 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2683 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2684 } else {
2685 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2686 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2688 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2689 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2691 * The constants we get are:
2693 * +1 +1, -1 -1 +1 +1 -1 -1
2694 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2695 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2697 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2699 * (x/2)^2 = x^2 / 4
2700 * (x/2)^3 = x^3 / 8
2701 * (x/2)^4 = x^4 / 16
2702 * (x/2)^5 = x^5 / 32
2703 * etc
2705 * To get the final result:
2706 * sin(x) = 2 * sin(x/2) * cos(x/2)
2707 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2708 * (from sin(x+y) and cos(x+y) rules)
2710 * As per MSDN, dst.z is undefined after the operation, and so is
2711 * dst.x and dst.y if they're masked out by the writemask. Ie
2712 * sincos dst.y, src1, c0, c1
2713 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2714 * vsa.exe also stops with an error if the dest register is the same register as the source
2715 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2716 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2718 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2719 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2720 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2722 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2723 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2724 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2725 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2726 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2727 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2729 /* sin(x/2)
2731 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2732 * properly merge that with MULs in the code above?
2733 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2734 * we can merge the sine and cosine MAD rows to calculate them together.
2736 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2737 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2738 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2739 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2741 /* cos(x/2) */
2742 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2743 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2744 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2746 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2747 /* cos x */
2748 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2749 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2751 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2752 /* sin x */
2753 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2754 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2759 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2761 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2762 char dst_name[50];
2763 char src_name[50];
2764 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2766 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2767 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2769 /* SGN is only valid in vertex shaders */
2770 if(ctx->target_version >= NV2) {
2771 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2772 return;
2775 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2776 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2778 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2779 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2780 } else {
2781 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2782 * Then use TA, and calculate the final result
2784 * Not reading from TA? Store the first result in TA to avoid overwriting the
2785 * destination if src reg = dst reg
2787 if(strstr(src_name, "TA"))
2789 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2790 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2791 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2793 else
2795 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2796 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2797 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2802 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2804 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2805 char src[50];
2806 char dst[50];
2807 char dst_name[50];
2808 BOOL is_color;
2810 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2811 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2812 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2814 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2815 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2818 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2820 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2821 char src0[50], src1[50], dst[50];
2822 struct wined3d_shader_src_param src0_copy = ins->src[0];
2823 BOOL need_abs = FALSE;
2824 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2825 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2827 /* POW operates on the absolute value of the input */
2828 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2830 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2831 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2832 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2834 if (need_abs)
2835 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2836 else
2837 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2839 if (priv->target_version >= NV2)
2841 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2842 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2843 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2845 else
2847 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2848 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2850 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2851 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2852 /* Possibly add flt_eps to avoid getting float special values */
2853 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2854 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2855 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2856 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2860 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2862 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2863 char src_name[50];
2864 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2866 /* src0 is aL */
2867 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2869 if(vshader)
2871 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2872 struct list *e = list_head(&priv->control_frames);
2873 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2875 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2876 /* The constant loader makes sure to load -1 into iX.w */
2877 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2878 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2879 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2881 else
2883 shader_addline(buffer, "LOOP %s;\n", src_name);
2887 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2889 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2890 char src_name[50];
2891 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2893 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2895 /* The constant loader makes sure to load -1 into iX.w */
2896 if(vshader)
2898 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2899 struct list *e = list_head(&priv->control_frames);
2900 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2902 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2904 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2905 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2906 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2908 else
2910 shader_addline(buffer, "REP %s;\n", src_name);
2914 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2916 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2917 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2919 if(vshader)
2921 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2922 struct list *e = list_head(&priv->control_frames);
2923 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2925 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2926 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2927 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2929 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2931 else
2933 shader_addline(buffer, "ENDLOOP;\n");
2937 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2939 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2940 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2942 if(vshader)
2944 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2945 struct list *e = list_head(&priv->control_frames);
2946 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2948 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2949 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2950 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2952 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2954 else
2956 shader_addline(buffer, "ENDREP;\n");
2960 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2962 struct control_frame *control_frame;
2964 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2966 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2968 ERR("Could not find loop for break\n");
2969 return NULL;
2972 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2974 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2975 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2976 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2978 if(vshader)
2980 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2982 else
2984 shader_addline(buffer, "BRK;\n");
2988 static const char *get_compare(enum wined3d_shader_rel_op op)
2990 switch (op)
2992 case WINED3D_SHADER_REL_OP_GT: return "GT";
2993 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2994 case WINED3D_SHADER_REL_OP_GE: return "GE";
2995 case WINED3D_SHADER_REL_OP_LT: return "LT";
2996 case WINED3D_SHADER_REL_OP_NE: return "NE";
2997 case WINED3D_SHADER_REL_OP_LE: return "LE";
2998 default:
2999 FIXME("Unrecognized operator %#x.\n", op);
3000 return "(\?\?)";
3004 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3006 switch (op)
3008 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3009 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3010 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3011 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3012 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3013 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3014 default:
3015 FIXME("Unrecognized operator %#x.\n", op);
3016 return -1;
3020 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3022 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3023 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3024 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3025 char src_name0[50];
3026 char src_name1[50];
3027 const char *comp = get_compare(ins->flags);
3029 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3030 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3032 if(vshader)
3034 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3035 * away the subtraction result
3037 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3038 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3040 else
3042 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3043 shader_addline(buffer, "BRK (%s.x);\n", comp);
3047 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3049 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3050 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3051 struct list *e = list_head(&priv->control_frames);
3052 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3053 const char *comp;
3054 char src_name0[50];
3055 char src_name1[50];
3056 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3058 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3059 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3061 if(vshader)
3063 /* Invert the flag. We jump to the else label if the condition is NOT true */
3064 comp = get_compare(invert_compare(ins->flags));
3065 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3066 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3068 else
3070 comp = get_compare(ins->flags);
3071 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3072 shader_addline(buffer, "IF %s.x;\n", comp);
3076 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3078 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3079 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3080 struct list *e = list_head(&priv->control_frames);
3081 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3082 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3084 if(vshader)
3086 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3087 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3088 control_frame->had_else = TRUE;
3090 else
3092 shader_addline(buffer, "ELSE;\n");
3096 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3098 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3099 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3100 struct list *e = list_head(&priv->control_frames);
3101 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3102 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3104 if(vshader)
3106 if(control_frame->had_else)
3108 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3110 else
3112 shader_addline(buffer, "#No else branch. else is endif\n");
3113 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3116 else
3118 shader_addline(buffer, "ENDIF;\n");
3122 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3124 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3125 char reg_dest[40];
3126 char reg_src[3][40];
3127 WORD flags = TEX_DERIV;
3129 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3130 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3131 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3132 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3134 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3135 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3137 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3140 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3142 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3143 char reg_dest[40];
3144 char reg_coord[40];
3145 WORD flags = TEX_LOD;
3147 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3148 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3150 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3151 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3153 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3156 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3158 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3159 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3161 priv->in_main_func = FALSE;
3162 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3163 * subroutine, don't generate a label that will make GL complain
3165 if(priv->target_version == ARB) return;
3167 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3170 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3171 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3172 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3173 struct wined3d_string_buffer *buffer)
3175 unsigned int i;
3177 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3178 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3179 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3180 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3182 if (args->super.fog_src == VS_FOG_Z)
3184 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3186 else
3188 if (!reg_maps->fog)
3190 /* posFixup.x is always 1.0, so we can safely use it */
3191 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3193 else
3195 /* Clamp fogcoord */
3196 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3197 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3199 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3200 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3204 /* Clipplanes are always stored without y inversion */
3205 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3207 if (args->super.clip_enabled)
3209 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3211 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3215 else if (args->clip.boolclip.clip_texcoord)
3217 unsigned int cur_clip = 0;
3218 char component[4] = {'x', 'y', 'z', 'w'};
3219 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3221 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3223 if (args->clip.boolclip.clipplane_mask & (1 << i))
3225 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3226 component[cur_clip++], i);
3229 switch (cur_clip)
3231 case 0:
3232 shader_addline(buffer, "MOV TA, %s;\n", zero);
3233 break;
3234 case 1:
3235 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3236 break;
3237 case 2:
3238 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3239 break;
3240 case 3:
3241 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3242 break;
3244 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3245 args->clip.boolclip.clip_texcoord - 1);
3248 /* Write the final position.
3250 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3251 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3252 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3253 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3255 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3256 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3257 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3259 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3260 * and the glsl equivalent
3262 if (need_helper_const(shader_data, reg_maps, gl_info))
3264 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3265 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3267 else
3269 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3270 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3273 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3275 priv_ctx->footer_written = TRUE;
3278 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3280 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3281 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3282 const struct wined3d_shader *shader = ins->ctx->shader;
3283 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3285 if(priv->target_version == ARB) return;
3287 if(vshader)
3289 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3290 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3293 shader_addline(buffer, "RET;\n");
3296 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3298 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3299 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3302 static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3304 const char *ptr, *line;
3305 GLint native, pos;
3307 if (TRACE_ON(d3d_shader))
3309 ptr = src;
3310 while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3313 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3314 checkGLcall("glProgramStringARB()");
3316 if (FIXME_ON(d3d_shader))
3318 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3319 if (pos != -1)
3321 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3322 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3323 ptr = src;
3324 while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3325 FIXME_(d3d_shader)("\n");
3327 return FALSE;
3331 if (WARN_ON(d3d_perf))
3333 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3334 checkGLcall("glGetProgramivARB()");
3335 if (!native)
3336 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3339 return TRUE;
3342 /* Context activation is done by the caller. */
3343 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3345 GLuint program_id = 0;
3347 static const char blt_vprogram[] =
3348 "!!ARBvp1.0\n"
3349 "PARAM c[1] = { { 1, 0.5 } };\n"
3350 "MOV result.position, vertex.position;\n"
3351 "MOV result.color, c[0].x;\n"
3352 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3353 "END\n";
3355 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3356 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3357 shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, blt_vprogram);
3359 return program_id;
3362 /* Context activation is done by the caller. */
3363 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3364 enum wined3d_gl_resource_type tex_type, BOOL masked)
3366 GLuint program_id = 0;
3367 const char *fprogram;
3369 static const char * const blt_fprograms_full[WINED3D_GL_RES_TYPE_COUNT] =
3371 /* WINED3D_GL_RES_TYPE_TEX_1D */
3372 NULL,
3373 /* WINED3D_GL_RES_TYPE_TEX_2D */
3374 "!!ARBfp1.0\n"
3375 "TEMP R0;\n"
3376 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3377 "MOV result.depth.z, R0.x;\n"
3378 "END\n",
3379 /* WINED3D_GL_RES_TYPE_TEX_3D */
3380 NULL,
3381 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
3382 "!!ARBfp1.0\n"
3383 "TEMP R0;\n"
3384 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3385 "MOV result.depth.z, R0.x;\n"
3386 "END\n",
3387 /* WINED3D_GL_RES_TYPE_TEX_RECT */
3388 "!!ARBfp1.0\n"
3389 "TEMP R0;\n"
3390 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3391 "MOV result.depth.z, R0.x;\n"
3392 "END\n",
3395 static const char * const blt_fprograms_masked[WINED3D_GL_RES_TYPE_COUNT] =
3397 /* WINED3D_GL_RES_TYPE_TEX_1D */
3398 NULL,
3399 /* WINED3D_GL_RES_TYPE_TEX_2D */
3400 "!!ARBfp1.0\n"
3401 "PARAM mask = program.local[0];\n"
3402 "TEMP R0;\n"
3403 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3404 "MUL R0.x, R0.x, R0.y;\n"
3405 "KIL -R0.x;\n"
3406 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3407 "MOV result.depth.z, R0.x;\n"
3408 "END\n",
3409 /* WINED3D_GL_RES_TYPE_TEX_3D */
3410 NULL,
3411 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
3412 "!!ARBfp1.0\n"
3413 "PARAM mask = program.local[0];\n"
3414 "TEMP R0;\n"
3415 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3416 "MUL R0.x, R0.x, R0.y;\n"
3417 "KIL -R0.x;\n"
3418 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3419 "MOV result.depth.z, R0.x;\n"
3420 "END\n",
3421 /* WINED3D_GL_RES_TYPE_TEX_RECT */
3422 "!!ARBfp1.0\n"
3423 "PARAM mask = program.local[0];\n"
3424 "TEMP R0;\n"
3425 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3426 "MUL R0.x, R0.x, R0.y;\n"
3427 "KIL -R0.x;\n"
3428 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3429 "MOV result.depth.z, R0.x;\n"
3430 "END\n",
3433 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3434 if (!fprogram)
3436 FIXME("tex_type %#x not supported, falling back to 2D\n", tex_type);
3437 tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
3438 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3441 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3442 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3443 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, fprogram);
3445 return program_id;
3448 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3449 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3451 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3453 if(condcode)
3455 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3456 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3457 /* Calculate the > 0.0031308 case */
3458 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3459 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3460 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3461 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3462 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3463 /* Calculate the < case */
3464 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3466 else
3468 /* Calculate the > 0.0031308 case */
3469 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3470 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3471 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3472 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3473 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3474 /* Calculate the < case */
3475 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3476 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3477 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3478 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3479 /* Store the components > 0.0031308 in the destination */
3480 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3481 /* Add the components that are < 0.0031308 */
3482 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3483 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3484 * result.color writes(.rgb first, then .a), or handle overwriting already written
3485 * components. The assembler uses a temporary register in this case, which is usually
3486 * not allocated from one of our registers that were used earlier.
3489 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3492 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3494 const struct wined3d_shader_lconst *constant;
3496 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3498 if (constant->idx == idx)
3500 return constant->value;
3503 return NULL;
3506 static void init_ps_input(const struct wined3d_shader *shader,
3507 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3509 static const char * const texcoords[8] =
3511 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3512 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3514 unsigned int i;
3515 const struct wined3d_shader_signature_element *input;
3516 const char *semantic_name;
3517 DWORD semantic_idx;
3519 switch(args->super.vp_mode)
3521 case pretransformed:
3522 case fixedfunction:
3523 /* The pixelshader has to collect the varyings on its own. In any case properly load
3524 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3525 * other attribs to 0.0.
3527 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3528 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3529 * load the texcoord attrib pointers to match the pixel shader signature
3531 for (i = 0; i < shader->input_signature.element_count; ++i)
3533 input = &shader->input_signature.elements[i];
3534 if (!(semantic_name = input->semantic_name))
3535 continue;
3536 semantic_idx = input->semantic_idx;
3538 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3540 if (!semantic_idx)
3541 priv->ps_input[input->register_idx] = "fragment.color.primary";
3542 else if (semantic_idx == 1)
3543 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3544 else
3545 priv->ps_input[input->register_idx] = "0.0";
3547 else if (args->super.vp_mode == fixedfunction)
3549 priv->ps_input[input->register_idx] = "0.0";
3551 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3553 if (semantic_idx < 8)
3554 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3555 else
3556 priv->ps_input[input->register_idx] = "0.0";
3558 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3560 if (!semantic_idx)
3561 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3562 else
3563 priv->ps_input[input->register_idx] = "0.0";
3565 else
3567 priv->ps_input[input->register_idx] = "0.0";
3570 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3571 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3573 break;
3575 case vertexshader:
3576 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3577 * fragment.color
3579 for(i = 0; i < 8; i++)
3581 priv->ps_input[i] = texcoords[i];
3583 priv->ps_input[8] = "fragment.color.primary";
3584 priv->ps_input[9] = "fragment.color.secondary";
3585 break;
3589 static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
3590 const char *fragcolor, const char *tmp)
3592 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3593 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3594 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3597 /* Context activation is done by the caller. */
3598 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3599 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3600 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3602 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3603 const DWORD *function = shader->function;
3604 GLuint retval;
3605 char fragcolor[16];
3606 DWORD next_local = 0;
3607 struct shader_arb_ctx_priv priv_ctx;
3608 BOOL dcl_td = FALSE;
3609 BOOL want_nv_prog = FALSE;
3610 struct arb_pshader_private *shader_priv = shader->backend_data;
3611 DWORD map;
3612 BOOL custom_linear_fog = FALSE;
3614 char srgbtmp[4][4];
3615 char ftoa_tmp[17];
3616 unsigned int i, found = 0;
3618 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3620 if (!(map & 1)
3621 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3622 || (reg_maps->shader_version.major < 2 && !i))
3623 continue;
3625 sprintf(srgbtmp[found], "R%u", i);
3626 ++found;
3627 if (found == 4) break;
3630 switch(found) {
3631 case 0:
3632 sprintf(srgbtmp[0], "TA");
3633 sprintf(srgbtmp[1], "TB");
3634 sprintf(srgbtmp[2], "TC");
3635 sprintf(srgbtmp[3], "TD");
3636 dcl_td = TRUE;
3637 break;
3638 case 1:
3639 sprintf(srgbtmp[1], "TA");
3640 sprintf(srgbtmp[2], "TB");
3641 sprintf(srgbtmp[3], "TC");
3642 break;
3643 case 2:
3644 sprintf(srgbtmp[2], "TA");
3645 sprintf(srgbtmp[3], "TB");
3646 break;
3647 case 3:
3648 sprintf(srgbtmp[3], "TA");
3649 break;
3650 case 4:
3651 break;
3654 /* Create the hw ARB shader */
3655 memset(&priv_ctx, 0, sizeof(priv_ctx));
3656 priv_ctx.cur_ps_args = args;
3657 priv_ctx.compiled_fprog = compiled;
3658 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3659 init_ps_input(shader, args, &priv_ctx);
3660 list_init(&priv_ctx.control_frames);
3661 priv_ctx.ps_post_process = args->super.srgb_correction;
3663 /* Avoid enabling NV_fragment_program* if we do not need it.
3665 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3666 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3667 * is faster than what we gain from using higher native instructions. There are some things though
3668 * that cannot be emulated. In that case enable the extensions.
3669 * If the extension is enabled, instruction handlers that support both ways will use it.
3671 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3672 * So enable the best we can get.
3674 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3675 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3677 want_nv_prog = TRUE;
3680 shader_addline(buffer, "!!ARBfp1.0\n");
3681 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3683 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3684 priv_ctx.target_version = NV3;
3686 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3688 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3689 priv_ctx.target_version = NV2;
3690 } else {
3691 if(want_nv_prog)
3693 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3694 * limits properly
3696 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3697 ERR("Try GLSL\n");
3699 priv_ctx.target_version = ARB;
3702 if (reg_maps->rt_mask > 1)
3704 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3707 if (reg_maps->shader_version.major < 3)
3709 switch (args->super.fog)
3711 case WINED3D_FFP_PS_FOG_OFF:
3712 break;
3713 case WINED3D_FFP_PS_FOG_LINEAR:
3714 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3716 custom_linear_fog = TRUE;
3717 priv_ctx.ps_post_process = TRUE;
3718 break;
3720 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3721 break;
3722 case WINED3D_FFP_PS_FOG_EXP:
3723 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3724 break;
3725 case WINED3D_FFP_PS_FOG_EXP2:
3726 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3727 break;
3731 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3732 * unused temps away(but occupies them for the whole shader if they're used once). Always
3733 * declaring them avoids tricky bookkeeping work
3735 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3736 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3737 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3738 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3739 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3740 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3741 wined3d_ftoa(eps, ftoa_tmp);
3742 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3744 if (reg_maps->shader_version.major < 2)
3746 strcpy(fragcolor, "R0");
3748 else
3750 if (priv_ctx.ps_post_process)
3752 if (shader->u.ps.color0_mov)
3754 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3756 else
3758 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3759 strcpy(fragcolor, "TMP_COLOR");
3761 } else {
3762 strcpy(fragcolor, "result.color");
3766 if (args->super.srgb_correction)
3768 shader_addline(buffer, "PARAM srgb_consts0 = ");
3769 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
3770 shader_addline(buffer, ";\n");
3771 shader_addline(buffer, "PARAM srgb_consts1 = ");
3772 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
3773 shader_addline(buffer, ";\n");
3776 /* Base Declarations */
3777 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3779 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3781 unsigned char bump_const;
3783 if (!(map & 1)) continue;
3785 bump_const = compiled->numbumpenvmatconsts;
3786 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3787 compiled->bumpenvmatconst[bump_const].texunit = i;
3788 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3789 compiled->luminanceconst[bump_const].texunit = i;
3791 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3792 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3793 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3794 * textures due to conditional NP2 restrictions)
3796 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3797 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3798 * their location is shader dependent anyway and they cannot be loaded globally.
3800 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3801 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3802 i, compiled->bumpenvmatconst[bump_const].const_num);
3803 compiled->numbumpenvmatconsts = bump_const + 1;
3805 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3807 compiled->luminanceconst[bump_const].const_num = next_local++;
3808 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3809 i, compiled->luminanceconst[bump_const].const_num);
3812 for(i = 0; i < MAX_CONST_I; i++)
3814 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3815 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3817 const DWORD *control_values = find_loop_control_values(shader, i);
3819 if(control_values)
3821 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3822 control_values[0], control_values[1], control_values[2]);
3824 else
3826 compiled->int_consts[i] = next_local;
3827 compiled->num_int_consts++;
3828 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3833 if(reg_maps->vpos || reg_maps->usesdsy)
3835 compiled->ycorrection = next_local;
3836 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3838 if(reg_maps->vpos)
3840 shader_addline(buffer, "TEMP vpos;\n");
3841 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3842 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3843 * ycorrection.z: 1.0
3844 * ycorrection.w: 0.0
3846 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3847 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3850 else
3852 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3855 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3856 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3857 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3858 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3859 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3860 * shader compilation errors and the subsequent errors when drawing with this shader. */
3861 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3862 unsigned char cur_fixup_sampler = 0;
3864 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3865 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3866 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3868 fixup->offset = next_local;
3869 fixup->super.active = 0;
3871 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3872 if (!(map & (1 << i))) continue;
3874 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3875 fixup->super.active |= (1 << i);
3876 fixup->super.idx[i] = cur_fixup_sampler++;
3877 } else {
3878 FIXME("No free constant found to load NP2 fixup data into shader. "
3879 "Sampling from this texture will probably look wrong.\n");
3880 break;
3884 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3885 if (fixup->super.num_consts) {
3886 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3887 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3891 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3893 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3896 /* Base Shader Body */
3897 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3899 if(args->super.srgb_correction) {
3900 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3901 priv_ctx.target_version >= NV2);
3904 if (custom_linear_fog)
3905 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3907 if(strcmp(fragcolor, "result.color")) {
3908 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3910 shader_addline(buffer, "END\n");
3912 /* TODO: change to resource.glObjectHandle or something like that */
3913 GL_EXTCALL(glGenProgramsARB(1, &retval));
3915 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3916 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3918 TRACE("Created hw pixel shader, prg=%d\n", retval);
3919 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3920 return 0;
3922 return retval;
3925 static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3927 unsigned int i;
3928 int ret;
3930 if (sig1->element_count != sig2->element_count)
3931 return sig1->element_count < sig2->element_count ? -1 : 1;
3933 for (i = 0; i < sig1->element_count; ++i)
3935 const struct wined3d_shader_signature_element *e1, *e2;
3937 e1 = &sig1->elements[i];
3938 e2 = &sig2->elements[i];
3940 if (!e1->semantic_name || !e2->semantic_name)
3942 /* Compare pointers, not contents. One string is NULL (element
3943 * does not exist), the other one is not NULL. */
3944 if (e1->semantic_name != e2->semantic_name)
3945 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3946 continue;
3949 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3950 return ret;
3951 if (e1->semantic_idx != e2->semantic_idx)
3952 return e1->semantic_idx < e2->semantic_idx ? -1 : 1;
3953 if (e1->sysval_semantic != e2->sysval_semantic)
3954 return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1;
3955 if (e1->component_type != e2->component_type)
3956 return e1->component_type < e2->component_type ? -1 : 1;
3957 if (e1->register_idx != e2->register_idx)
3958 return e1->register_idx < e2->register_idx ? -1 : 1;
3959 if (e1->mask != e2->mask)
3960 return e1->mask < e2->mask ? -1 : 1;
3962 return 0;
3965 static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
3967 unsigned int i;
3968 char *name;
3970 new->element_count = sig->element_count;
3971 new->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*new->elements) * new->element_count);
3972 for (i = 0; i < sig->element_count; ++i)
3974 new->elements[i] = sig->elements[i];
3976 if (!new->elements[i].semantic_name)
3977 continue;
3979 /* Clone the semantic string */
3980 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig->elements[i].semantic_name) + 1);
3981 strcpy(name, sig->elements[i].semantic_name);
3982 new->elements[i].semantic_name = name;
3986 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
3988 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3989 struct ps_signature *found_sig;
3991 if (entry)
3993 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3994 TRACE("Found existing signature %u\n", found_sig->idx);
3995 return found_sig->idx;
3997 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*found_sig));
3998 clone_sig(&found_sig->sig, sig);
3999 found_sig->idx = priv->ps_sig_number++;
4000 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
4001 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
4003 ERR("Failed to insert program entry.\n");
4005 return found_sig->idx;
4008 static void init_output_registers(const struct wined3d_shader *shader,
4009 const struct wined3d_shader_signature *ps_input_sig,
4010 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
4012 unsigned int i, j;
4013 static const char * const texcoords[8] =
4015 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4016 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
4018 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
4019 * and varying 9 to result.color.secondary
4021 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
4023 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4024 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
4025 "result.color.primary", "result.color.secondary"
4028 if (!ps_input_sig)
4030 TRACE("Pixel shader uses builtin varyings\n");
4031 /* Map builtins to builtins */
4032 for(i = 0; i < 8; i++)
4034 priv_ctx->texcrd_output[i] = texcoords[i];
4036 priv_ctx->color_output[0] = "result.color.primary";
4037 priv_ctx->color_output[1] = "result.color.secondary";
4038 priv_ctx->fog_output = "TMP_FOGCOORD";
4040 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
4041 for (i = 0; i < shader->output_signature.element_count; ++i)
4043 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4045 if (!output->semantic_name)
4046 continue;
4048 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
4050 TRACE("o%u is TMP_OUT\n", output->register_idx);
4051 if (!output->semantic_idx)
4052 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4053 else
4054 priv_ctx->vs_output[output->register_idx] = "TA";
4056 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
4058 TRACE("o%u is result.pointsize\n", output->register_idx);
4059 if (!output->semantic_idx)
4060 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4061 else
4062 priv_ctx->vs_output[output->register_idx] = "TA";
4064 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
4066 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
4067 if (!output->semantic_idx)
4068 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
4069 else if (output->semantic_idx == 1)
4070 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
4071 else priv_ctx->vs_output[output->register_idx] = "TA";
4073 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4075 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
4076 if (output->semantic_idx >= 8)
4077 priv_ctx->vs_output[output->register_idx] = "TA";
4078 else
4079 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
4081 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
4083 TRACE("o%u is result.fogcoord\n", output->register_idx);
4084 if (output->semantic_idx > 0)
4085 priv_ctx->vs_output[output->register_idx] = "TA";
4086 else
4087 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
4089 else
4091 priv_ctx->vs_output[output->register_idx] = "TA";
4094 return;
4097 TRACE("Pixel shader uses declared varyings\n");
4099 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4100 for(i = 0; i < 8; i++)
4102 priv_ctx->texcrd_output[i] = "TA";
4104 priv_ctx->color_output[0] = "TA";
4105 priv_ctx->color_output[1] = "TA";
4106 priv_ctx->fog_output = "TA";
4108 for (i = 0; i < ps_input_sig->element_count; ++i)
4110 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4112 if (!input->semantic_name)
4113 continue;
4115 /* If a declared input register is not written by builtin arguments, don't write to it.
4116 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4118 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4119 * to TMP_OUT in any case
4121 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4123 if (input->semantic_idx < 8)
4124 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4126 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4128 if (input->semantic_idx < 2)
4129 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4131 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4133 if (!input->semantic_idx)
4134 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4136 else
4138 continue;
4141 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4142 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4144 compiled->need_color_unclamp = TRUE;
4148 /* Map declared to declared */
4149 for (i = 0; i < shader->output_signature.element_count; ++i)
4151 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4153 /* Write unread output to TA to throw them away */
4154 priv_ctx->vs_output[output->register_idx] = "TA";
4156 if (!output->semantic_name)
4157 continue;
4159 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
4161 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4162 continue;
4164 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
4166 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4167 continue;
4170 for (j = 0; j < ps_input_sig->element_count; ++j)
4172 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4174 if (!input->semantic_name)
4175 continue;
4177 if (!strcmp(input->semantic_name, output->semantic_name)
4178 && input->semantic_idx == output->semantic_idx)
4180 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4182 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4183 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4185 compiled->need_color_unclamp = TRUE;
4192 /* Context activation is done by the caller. */
4193 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4194 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4195 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4196 const struct wined3d_shader_signature *ps_input_sig)
4198 const struct arb_vshader_private *shader_data = shader->backend_data;
4199 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4200 struct shader_arb_priv *priv = shader->device->shader_priv;
4201 const DWORD *function = shader->function;
4202 GLuint ret;
4203 DWORD next_local = 0;
4204 struct shader_arb_ctx_priv priv_ctx;
4205 unsigned int i;
4207 memset(&priv_ctx, 0, sizeof(priv_ctx));
4208 priv_ctx.cur_vs_args = args;
4209 list_init(&priv_ctx.control_frames);
4210 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4212 /* Create the hw ARB shader */
4213 shader_addline(buffer, "!!ARBvp1.0\n");
4215 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4216 * mesurable performance penalty, and we can always make use of it for clipplanes.
4218 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4220 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4221 priv_ctx.target_version = NV3;
4222 shader_addline(buffer, "ADDRESS aL;\n");
4224 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4226 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4227 priv_ctx.target_version = NV2;
4228 shader_addline(buffer, "ADDRESS aL;\n");
4229 } else {
4230 priv_ctx.target_version = ARB;
4233 shader_addline(buffer, "TEMP TMP_OUT;\n");
4234 if (reg_maps->fog)
4235 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4236 if (need_helper_const(shader_data, reg_maps, gl_info))
4238 char ftoa_tmp[17];
4239 wined3d_ftoa(eps, ftoa_tmp);
4240 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4242 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4244 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4245 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4248 shader_addline(buffer, "TEMP TA;\n");
4249 shader_addline(buffer, "TEMP TB;\n");
4251 /* Base Declarations */
4252 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4253 &priv_ctx.vs_clipplanes, &priv_ctx);
4255 for(i = 0; i < MAX_CONST_I; i++)
4257 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4258 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4260 const DWORD *control_values = find_loop_control_values(shader, i);
4262 if(control_values)
4264 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4265 control_values[0], control_values[1], control_values[2]);
4267 else
4269 compiled->int_consts[i] = next_local;
4270 compiled->num_int_consts++;
4271 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4276 /* We need a constant to fixup the final position */
4277 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4278 compiled->pos_fixup = next_local++;
4280 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4281 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4282 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4283 * a replacement shader depend on the texcoord.w being set properly.
4285 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4286 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4287 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4288 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4289 * this can eat a number of instructions, so skip it unless this cap is set as well
4291 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4293 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4294 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4296 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4298 int i;
4299 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4300 for(i = 0; i < MAX_REG_TEXCRD; i++)
4302 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4303 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4308 /* The shader starts with the main function */
4309 priv_ctx.in_main_func = TRUE;
4310 /* Base Shader Body */
4311 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4313 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4314 shader_data, args, reg_maps, gl_info, buffer);
4316 shader_addline(buffer, "END\n");
4318 /* TODO: change to resource.glObjectHandle or something like that */
4319 GL_EXTCALL(glGenProgramsARB(1, &ret));
4321 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4322 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4324 TRACE("Created hw vertex shader, prg=%d\n", ret);
4325 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4326 return -1;
4328 return ret;
4331 /* Context activation is done by the caller. */
4332 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4333 const struct arb_ps_compile_args *args)
4335 struct wined3d_device *device = shader->device;
4336 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4337 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4338 UINT i;
4339 DWORD new_size;
4340 struct arb_ps_compiled_shader *new_array;
4341 struct wined3d_string_buffer buffer;
4342 struct arb_pshader_private *shader_data;
4343 GLuint ret;
4345 if (!shader->backend_data)
4347 struct shader_arb_priv *priv = device->shader_priv;
4349 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4350 shader_data = shader->backend_data;
4351 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4353 if (shader->reg_maps.shader_version.major < 3)
4354 shader_data->input_signature_idx = ~0U;
4355 else
4356 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4358 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4360 if (!d3d_info->vs_clipping)
4361 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4362 d3d_info->limits.ffp_blend_stages - 1);
4363 else
4364 shader_data->clipplane_emulation = ~0U;
4366 shader_data = shader->backend_data;
4368 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4369 * so a linear search is more performant than a hashmap or a binary search
4370 * (cache coherency etc)
4372 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4374 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4375 return &shader_data->gl_shaders[i];
4378 TRACE("No matching GL shader found, compiling a new shader\n");
4379 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4380 if (shader_data->num_gl_shaders)
4382 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4383 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4384 new_size * sizeof(*shader_data->gl_shaders));
4385 } else {
4386 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4387 new_size = 1;
4390 if(!new_array) {
4391 ERR("Out of memory\n");
4392 return 0;
4394 shader_data->gl_shaders = new_array;
4395 shader_data->shader_array_size = new_size;
4398 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4400 pixelshader_update_resource_types(shader, args->super.tex_types);
4402 if (!string_buffer_init(&buffer))
4404 ERR("Failed to initialize shader buffer.\n");
4405 return 0;
4408 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4409 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4410 string_buffer_free(&buffer);
4411 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4413 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4416 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4417 const DWORD use_map, BOOL skip_int) {
4418 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4419 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4420 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4421 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4422 if(stored->ps_signature != new->ps_signature) return FALSE;
4423 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4424 if(skip_int) return TRUE;
4426 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4429 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4430 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4431 const struct wined3d_shader_signature *ps_input_sig)
4433 UINT i;
4434 DWORD new_size;
4435 struct arb_vs_compiled_shader *new_array;
4436 struct wined3d_string_buffer buffer;
4437 struct arb_vshader_private *shader_data;
4438 GLuint ret;
4440 if (!shader->backend_data)
4442 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4444 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4445 shader_data = shader->backend_data;
4447 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4448 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4450 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4452 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4453 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4454 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4456 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4457 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4458 else if (reg_maps->max_rel_offset > 63)
4459 shader_data->rel_offset = reg_maps->min_rel_offset;
4462 shader_data = shader->backend_data;
4464 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4465 * so a linear search is more performant than a hashmap or a binary search
4466 * (cache coherency etc)
4468 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4469 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4470 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4472 return &shader_data->gl_shaders[i];
4476 TRACE("No matching GL shader found, compiling a new shader\n");
4478 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4479 if (shader_data->num_gl_shaders)
4481 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4482 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4483 new_size * sizeof(*shader_data->gl_shaders));
4484 } else {
4485 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4486 new_size = 1;
4489 if(!new_array) {
4490 ERR("Out of memory\n");
4491 return 0;
4493 shader_data->gl_shaders = new_array;
4494 shader_data->shader_array_size = new_size;
4497 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4499 if (!string_buffer_init(&buffer))
4501 ERR("Failed to initialize shader buffer.\n");
4502 return 0;
4505 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4506 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4507 ps_input_sig);
4508 string_buffer_free(&buffer);
4509 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4511 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4514 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4515 const struct wined3d_context *context, const struct wined3d_shader *shader,
4516 struct arb_ps_compile_args *args)
4518 const struct wined3d_gl_info *gl_info = context->gl_info;
4519 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4520 int i;
4521 WORD int_skip;
4523 find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, gl_info);
4525 /* This forces all local boolean constants to 1 to make them stateblock independent */
4526 args->bools = shader->reg_maps.local_bool_consts;
4528 for(i = 0; i < MAX_CONST_B; i++)
4530 if (state->ps_consts_b[i])
4531 args->bools |= ( 1 << i);
4534 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4535 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4536 * duplicate the shader than have a no-op KIL instruction in every shader
4538 if (!d3d_info->vs_clipping && use_vs(state)
4539 && state->render_states[WINED3D_RS_CLIPPING]
4540 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4541 args->clip = 1;
4542 else
4543 args->clip = 0;
4545 /* Skip if unused or local, or supported natively */
4546 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4547 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4549 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4550 return;
4553 for(i = 0; i < MAX_CONST_I; i++)
4555 if(int_skip & (1 << i))
4557 args->loop_ctrl[i][0] = 0;
4558 args->loop_ctrl[i][1] = 0;
4559 args->loop_ctrl[i][2] = 0;
4561 else
4563 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4564 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4565 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4570 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4571 const struct wined3d_context *context, const struct wined3d_shader *shader,
4572 struct arb_vs_compile_args *args)
4574 const struct wined3d_device *device = shader->device;
4575 const struct wined3d_adapter *adapter = device->adapter;
4576 const struct wined3d_gl_info *gl_info = context->gl_info;
4577 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4578 int i;
4579 WORD int_skip;
4581 find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super);
4583 args->clip.boolclip_compare = 0;
4584 if (use_ps(state))
4586 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4587 const struct arb_pshader_private *shader_priv = ps->backend_data;
4588 args->ps_signature = shader_priv->input_signature_idx;
4590 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4592 else
4594 args->ps_signature = ~0;
4595 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4596 args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0;
4597 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4600 if (args->clip.boolclip.clip_texcoord)
4602 if (state->render_states[WINED3D_RS_CLIPPING])
4603 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4604 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4607 /* This forces all local boolean constants to 1 to make them stateblock independent */
4608 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4609 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4610 for(i = 0; i < MAX_CONST_B; i++)
4612 if (state->vs_consts_b[i])
4613 args->clip.boolclip.bools |= ( 1 << i);
4616 args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0];
4617 args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1];
4618 args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2];
4619 args->vertex.samplers[3] = 0;
4621 /* Skip if unused or local */
4622 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4623 /* This is about flow control, not clipping. */
4624 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4626 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4627 return;
4630 for(i = 0; i < MAX_CONST_I; i++)
4632 if(int_skip & (1 << i))
4634 args->loop_ctrl[i][0] = 0;
4635 args->loop_ctrl[i][1] = 0;
4636 args->loop_ctrl[i][2] = 0;
4638 else
4640 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4641 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4642 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4647 /* Context activation is done by the caller. */
4648 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4649 const struct wined3d_state *state)
4651 struct shader_arb_priv *priv = shader_priv;
4652 const struct wined3d_gl_info *gl_info = context->gl_info;
4653 int i;
4655 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4656 if (use_ps(state))
4658 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4659 struct arb_ps_compile_args compile_args;
4660 struct arb_ps_compiled_shader *compiled;
4662 TRACE("Using pixel shader %p.\n", ps);
4663 find_arb_ps_compile_args(state, context, ps, &compile_args);
4664 compiled = find_arb_pshader(ps, &compile_args);
4665 priv->current_fprogram_id = compiled->prgId;
4666 priv->compiled_fprog = compiled;
4668 /* Bind the fragment program */
4669 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4670 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4672 if (!priv->use_arbfp_fixed_func)
4673 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4675 /* Enable OpenGL fragment programs. */
4676 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4677 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4679 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4681 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4682 * a 1.x and newer shader, reload the first 8 constants
4684 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4686 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4687 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4688 for(i = 0; i < 8; i++)
4690 priv->pshader_const_dirty[i] = 1;
4692 /* Also takes care of loading local constants */
4693 shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
4695 else
4697 UINT rt_height = state->fb->render_targets[0]->height;
4698 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4701 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4702 if (compiled->np2fixup_info.super.active)
4703 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4705 if (ps->load_local_constsF)
4706 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4708 else
4710 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4712 /* Disable only if we're not using arbfp fixed function fragment
4713 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4714 * enabled, and the fixed function pipeline will bind the fixed
4715 * function replacement shader. */
4716 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4717 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4718 priv->current_fprogram_id = 0;
4720 priv->fragment_pipe->enable_extension(gl_info, TRUE);
4723 if (use_vs(state))
4725 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4726 struct arb_vs_compile_args compile_args;
4727 struct arb_vs_compiled_shader *compiled;
4728 const struct wined3d_shader_signature *ps_input_sig;
4730 TRACE("Using vertex shader %p\n", vs);
4731 find_arb_vs_compile_args(state, context, vs, &compile_args);
4733 /* Instead of searching for the signature in the signature list, read the one from the
4734 * current pixel shader. It's maybe not the shader where the signature came from, but it
4735 * is the same signature and faster to find. */
4736 if (compile_args.ps_signature == ~0U)
4737 ps_input_sig = NULL;
4738 else
4739 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4741 compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map,
4742 &compile_args, ps_input_sig);
4743 priv->current_vprogram_id = compiled->prgId;
4744 priv->compiled_vprog = compiled;
4746 /* Bind the vertex program */
4747 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4748 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4750 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4752 /* Enable OpenGL vertex programs */
4753 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4754 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4755 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4756 shader_arb_vs_local_constants(compiled, context, state);
4758 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4759 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4761 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4763 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4764 checkGLcall("glClampColorARB");
4765 } else {
4766 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4770 if (vs->load_local_constsF)
4771 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4773 else
4775 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4777 priv->current_vprogram_id = 0;
4778 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4779 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4781 priv->vertex_pipe->vp_enable(gl_info, TRUE);
4786 /* Context activation is done by the caller. */
4787 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4789 const struct wined3d_gl_info *gl_info = context->gl_info;
4790 struct shader_arb_priv *priv = shader_priv;
4792 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4794 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4795 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4796 priv->current_fprogram_id = 0;
4798 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4800 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4802 priv->current_vprogram_id = 0;
4803 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4804 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4806 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4808 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4810 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4811 checkGLcall("glClampColorARB");
4812 priv->last_vs_color_unclamp = FALSE;
4815 context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
4816 | (1 << WINED3D_SHADER_TYPE_VERTEX)
4817 | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
4820 /* Context activation is done by the caller. */
4821 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4822 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size)
4824 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4825 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4826 struct shader_arb_priv *priv = shader_priv;
4827 GLuint *blt_fprogram;
4829 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4830 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4831 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4833 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4834 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4835 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4836 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4837 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4840 /* Context activation is done by the caller. */
4841 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4843 struct shader_arb_priv *priv = shader_priv;
4845 if (priv->current_vprogram_id) {
4846 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4847 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4849 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4851 else
4853 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4854 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4857 if (priv->current_fprogram_id) {
4858 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4859 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4861 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4863 else if(!priv->use_arbfp_fixed_func)
4865 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4866 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4870 static void shader_arb_destroy(struct wined3d_shader *shader)
4872 struct wined3d_device *device = shader->device;
4873 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4875 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4877 struct arb_pshader_private *shader_data = shader->backend_data;
4878 UINT i;
4880 if(!shader_data) return; /* This can happen if a shader was never compiled */
4882 if (shader_data->num_gl_shaders)
4884 struct wined3d_context *context = context_acquire(device, NULL);
4886 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4888 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4889 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4892 context_release(context);
4895 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4896 HeapFree(GetProcessHeap(), 0, shader_data);
4897 shader->backend_data = NULL;
4899 else
4901 struct arb_vshader_private *shader_data = shader->backend_data;
4902 UINT i;
4904 if(!shader_data) return; /* This can happen if a shader was never compiled */
4906 if (shader_data->num_gl_shaders)
4908 struct wined3d_context *context = context_acquire(device, NULL);
4910 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4912 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4913 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4916 context_release(context);
4919 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4920 HeapFree(GetProcessHeap(), 0, shader_data);
4921 shader->backend_data = NULL;
4925 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4927 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4928 return compare_sig(key, &e->sig);
4931 static const struct wine_rb_functions sig_tree_functions =
4933 wined3d_rb_alloc,
4934 wined3d_rb_realloc,
4935 wined3d_rb_free,
4936 sig_tree_compare
4939 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4940 const struct fragment_pipeline *fragment_pipe)
4942 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4943 struct fragment_caps fragment_caps;
4944 void *vertex_priv, *fragment_priv;
4945 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4947 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4949 ERR("Failed to initialize vertex pipe.\n");
4950 HeapFree(GetProcessHeap(), 0, priv);
4951 return E_FAIL;
4954 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4956 ERR("Failed to initialize fragment pipe.\n");
4957 vertex_pipe->vp_free(device);
4958 HeapFree(GetProcessHeap(), 0, priv);
4959 return E_FAIL;
4962 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4963 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4964 if (!priv->vshader_const_dirty)
4965 goto fail;
4966 memset(priv->vshader_const_dirty, 1,
4967 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4969 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4970 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4971 if (!priv->pshader_const_dirty)
4972 goto fail;
4973 memset(priv->pshader_const_dirty, 1,
4974 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4976 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4978 ERR("RB tree init failed\n");
4979 goto fail;
4982 priv->vertex_pipe = vertex_pipe;
4983 priv->fragment_pipe = fragment_pipe;
4984 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4985 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4987 device->vertex_priv = vertex_priv;
4988 device->fragment_priv = fragment_priv;
4989 device->shader_priv = priv;
4991 return WINED3D_OK;
4993 fail:
4994 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4995 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4996 fragment_pipe->free_private(device);
4997 vertex_pipe->vp_free(device);
4998 HeapFree(GetProcessHeap(), 0, priv);
4999 return E_OUTOFMEMORY;
5002 static void release_signature(struct wine_rb_entry *entry, void *context)
5004 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
5005 unsigned int i;
5007 for (i = 0; i < sig->sig.element_count; ++i)
5009 HeapFree(GetProcessHeap(), 0, (char *)sig->sig.elements[i].semantic_name);
5011 HeapFree(GetProcessHeap(), 0, sig->sig.elements);
5012 HeapFree(GetProcessHeap(), 0, sig);
5015 /* Context activation is done by the caller. */
5016 static void shader_arb_free(struct wined3d_device *device)
5018 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5019 struct shader_arb_priv *priv = device->shader_priv;
5020 int i;
5022 if (priv->depth_blt_vprogram_id)
5023 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
5025 for (i = 0; i < WINED3D_GL_RES_TYPE_COUNT; ++i)
5027 if (priv->depth_blt_fprogram_id_full[i])
5029 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
5031 if (priv->depth_blt_fprogram_id_masked[i])
5033 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
5037 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
5038 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
5039 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
5040 priv->fragment_pipe->free_private(device);
5041 priv->vertex_pipe->vp_free(device);
5042 HeapFree(GetProcessHeap(), 0, device->shader_priv);
5045 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
5047 return TRUE;
5050 static void shader_arb_free_context_data(struct wined3d_context *context)
5052 struct shader_arb_priv *priv;
5054 if (!context->swapchain)
5055 return;
5057 priv = context->swapchain->device->shader_priv;
5058 if (priv->last_context == context)
5059 priv->last_context = NULL;
5062 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
5064 if (gl_info->supported[ARB_VERTEX_PROGRAM])
5066 DWORD vs_consts;
5067 UINT vs_version;
5069 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
5070 * for vertex programs. If the native limit is less than that it's
5071 * not very useful, and e.g. Mesa swrast returns 0, probably to
5072 * indicate it's a software implementation. */
5073 if (gl_info->limits.arb_vs_native_constants < 96)
5074 vs_consts = gl_info->limits.arb_vs_float_constants;
5075 else
5076 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
5078 if (gl_info->supported[NV_VERTEX_PROGRAM3])
5080 vs_version = 3;
5081 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
5083 else if (vs_consts >= 256)
5085 /* Shader Model 2.0 requires at least 256 vertex shader constants */
5086 vs_version = 2;
5087 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5089 else
5091 vs_version = 1;
5092 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5094 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
5095 caps->vs_uniform_count = vs_consts;
5097 else
5099 caps->vs_version = 0;
5100 caps->vs_uniform_count = 0;
5103 caps->gs_version = 0;
5105 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5107 DWORD ps_consts;
5108 UINT ps_version;
5110 /* Similar as above for vertex programs, but the minimum for fragment
5111 * programs is 24. */
5112 if (gl_info->limits.arb_ps_native_constants < 24)
5113 ps_consts = gl_info->limits.arb_ps_float_constants;
5114 else
5115 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5117 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5119 ps_version = 3;
5120 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5122 else if (ps_consts >= 32)
5124 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5125 ps_version = 2;
5126 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5128 else
5130 ps_version = 1;
5131 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5133 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
5134 caps->ps_uniform_count = ps_consts;
5135 caps->ps_1x_max_value = 8.0f;
5137 else
5139 caps->ps_version = 0;
5140 caps->ps_uniform_count = 0;
5141 caps->ps_1x_max_value = 0.0f;
5144 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
5145 if (use_nv_clip(gl_info))
5146 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
5149 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5151 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5153 TRACE("Checking support for color_fixup:\n");
5154 dump_color_fixup_desc(fixup);
5157 /* We support everything except complex conversions. */
5158 if (!is_complex_fixup(fixup))
5160 TRACE("[OK]\n");
5161 return TRUE;
5164 TRACE("[FAILED]\n");
5165 return FALSE;
5168 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5169 DWORD shift;
5170 char write_mask[20], regstr[50];
5171 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5172 BOOL is_color = FALSE;
5173 const struct wined3d_shader_dst_param *dst;
5175 if (!ins->dst_count) return;
5177 dst = &ins->dst[0];
5178 shift = dst->shift;
5179 if (!shift) return; /* Saturate alone is handled by the instructions */
5181 shader_arb_get_write_mask(ins, dst, write_mask);
5182 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5184 /* Generate a line that does the output modifier computation
5185 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5186 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5188 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5189 regstr, write_mask, regstr, shift_tab[shift]);
5192 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5194 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5195 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5196 /* WINED3DSIH_AND */ NULL,
5197 /* WINED3DSIH_BEM */ pshader_hw_bem,
5198 /* WINED3DSIH_BREAK */ shader_hw_break,
5199 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5200 /* WINED3DSIH_BREAKP */ NULL,
5201 /* WINED3DSIH_CALL */ shader_hw_call,
5202 /* WINED3DSIH_CALLNZ */ NULL,
5203 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5204 /* WINED3DSIH_CND */ pshader_hw_cnd,
5205 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5206 /* WINED3DSIH_CUT */ NULL,
5207 /* WINED3DSIH_DCL */ shader_hw_nop,
5208 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5209 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5210 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5211 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5212 /* WINED3DSIH_DEF */ shader_hw_nop,
5213 /* WINED3DSIH_DEFB */ shader_hw_nop,
5214 /* WINED3DSIH_DEFI */ shader_hw_nop,
5215 /* WINED3DSIH_DIV */ NULL,
5216 /* WINED3DSIH_DP2 */ NULL,
5217 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5218 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5219 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5220 /* WINED3DSIH_DST */ shader_hw_map2gl,
5221 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5222 /* WINED3DSIH_DSY */ shader_hw_dsy,
5223 /* WINED3DSIH_ELSE */ shader_hw_else,
5224 /* WINED3DSIH_EMIT */ NULL,
5225 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5226 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5227 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5228 /* WINED3DSIH_EQ */ NULL,
5229 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5230 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5231 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5232 /* WINED3DSIH_FTOI */ NULL,
5233 /* WINED3DSIH_GE */ NULL,
5234 /* WINED3DSIH_IADD */ NULL,
5235 /* WINED3DSIH_IEQ */ NULL,
5236 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5237 /* WINED3DSIH_IFC */ shader_hw_ifc,
5238 /* WINED3DSIH_IGE */ NULL,
5239 /* WINED3DSIH_IMUL */ NULL,
5240 /* WINED3DSIH_ISHL */ NULL,
5241 /* WINED3DSIH_ITOF */ NULL,
5242 /* WINED3DSIH_LABEL */ shader_hw_label,
5243 /* WINED3DSIH_LD */ NULL,
5244 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5245 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5246 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5247 /* WINED3DSIH_LOOP */ shader_hw_loop,
5248 /* WINED3DSIH_LRP */ shader_hw_lrp,
5249 /* WINED3DSIH_LT */ NULL,
5250 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5251 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5252 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5253 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5254 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5255 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5256 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5257 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5258 /* WINED3DSIH_MOV */ shader_hw_mov,
5259 /* WINED3DSIH_MOVA */ shader_hw_mov,
5260 /* WINED3DSIH_MOVC */ NULL,
5261 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5262 /* WINED3DSIH_NE */ NULL,
5263 /* WINED3DSIH_NOP */ shader_hw_nop,
5264 /* WINED3DSIH_NRM */ shader_hw_nrm,
5265 /* WINED3DSIH_OR */ NULL,
5266 /* WINED3DSIH_PHASE */ shader_hw_nop,
5267 /* WINED3DSIH_POW */ shader_hw_pow,
5268 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5269 /* WINED3DSIH_REP */ shader_hw_rep,
5270 /* WINED3DSIH_RET */ shader_hw_ret,
5271 /* WINED3DSIH_ROUND_NI */ NULL,
5272 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5273 /* WINED3DSIH_SAMPLE */ NULL,
5274 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5275 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5276 /* WINED3DSIH_SETP */ NULL,
5277 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5278 /* WINED3DSIH_SGN */ shader_hw_sgn,
5279 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5280 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5281 /* WINED3DSIH_SQRT */ NULL,
5282 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5283 /* WINED3DSIH_TEX */ pshader_hw_tex,
5284 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5285 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5286 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5287 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5288 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5289 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5290 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5291 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5292 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5293 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5294 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5295 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5296 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5297 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5298 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5299 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5300 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5301 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5302 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5303 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5304 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5305 /* WINED3DSIH_UDIV */ NULL,
5306 /* WINED3DSIH_UGE */ NULL,
5307 /* WINED3DSIH_USHR */ NULL,
5308 /* WINED3DSIH_UTOF */ NULL,
5309 /* WINED3DSIH_XOR */ NULL,
5312 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5313 const struct wined3d_shader *shader, DWORD idx)
5315 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5316 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5317 const struct wined3d_shader_lconst *constant;
5318 WORD bools = 0;
5319 WORD flag = (1 << idx);
5320 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5322 if (reg_maps->local_bool_consts & flag)
5324 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5325 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5327 if (constant->idx == idx)
5329 return constant->value[0];
5332 ERR("Local constant not found\n");
5333 return FALSE;
5335 else
5337 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5338 else bools = priv->cur_ps_args->bools;
5339 return bools & flag;
5343 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5344 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5346 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5347 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5349 /* Integer constants can either be a local constant, or they can be stored in the shader
5350 * type specific compile args. */
5351 if (reg_maps->local_int_consts & (1 << idx))
5353 const struct wined3d_shader_lconst *constant;
5355 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5357 if (constant->idx == idx)
5359 loop_control->count = constant->value[0];
5360 loop_control->start = constant->value[1];
5361 /* Step is signed. */
5362 loop_control->step = (int)constant->value[2];
5363 return;
5366 /* If this happens the flag was set incorrectly */
5367 ERR("Local constant not found\n");
5368 loop_control->count = 0;
5369 loop_control->start = 0;
5370 loop_control->step = 0;
5371 return;
5374 switch (reg_maps->shader_version.type)
5376 case WINED3D_SHADER_TYPE_VERTEX:
5377 /* Count and aL start value are unsigned */
5378 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5379 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5380 /* Step is signed. */
5381 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5382 break;
5384 case WINED3D_SHADER_TYPE_PIXEL:
5385 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5386 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5387 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5388 break;
5390 default:
5391 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5392 break;
5396 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5398 unsigned int i;
5399 struct wined3d_shader_dst_param *dst_param = NULL;
5400 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5401 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5402 if(!rec)
5404 ERR("Out of memory\n");
5405 return;
5408 rec->ins = *ins;
5409 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5410 if(!dst_param) goto free;
5411 *dst_param = *ins->dst;
5412 if (ins->dst->reg.idx[0].rel_addr)
5414 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5415 if (!rel_addr)
5416 goto free;
5417 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5418 dst_param->reg.idx[0].rel_addr = rel_addr;
5420 rec->ins.dst = dst_param;
5422 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5423 if (!src_param)
5424 goto free;
5425 for (i = 0; i < ins->src_count; ++i)
5427 src_param[i] = ins->src[i];
5428 if (ins->src[i].reg.idx[0].rel_addr)
5430 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5431 if (!rel_addr)
5432 goto free;
5433 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5434 src_param[i].reg.idx[0].rel_addr = rel_addr;
5437 rec->ins.src = src_param;
5438 list_add_tail(list, &rec->entry);
5439 return;
5441 free:
5442 ERR("Out of memory\n");
5443 if(dst_param)
5445 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5446 HeapFree(GetProcessHeap(), 0, dst_param);
5448 if(src_param)
5450 for(i = 0; i < ins->src_count; i++)
5452 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5454 HeapFree(GetProcessHeap(), 0, src_param);
5456 HeapFree(GetProcessHeap(), 0, rec);
5459 static void free_recorded_instruction(struct list *list)
5461 struct recorded_instruction *rec_ins, *entry2;
5462 unsigned int i;
5464 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5466 list_remove(&rec_ins->entry);
5467 if (rec_ins->ins.dst)
5469 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5470 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5472 if (rec_ins->ins.src)
5474 for (i = 0; i < rec_ins->ins.src_count; ++i)
5476 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5478 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5480 HeapFree(GetProcessHeap(), 0, rec_ins);
5484 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5486 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5487 struct control_frame *control_frame;
5489 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5491 struct list *e = list_head(&priv->control_frames);
5492 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5493 list_remove(&control_frame->entry);
5494 HeapFree(GetProcessHeap(), 0, control_frame);
5495 priv->loop_depth--;
5497 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5499 /* Non-ifc ENDIFs were already handled previously. */
5500 struct list *e = list_head(&priv->control_frames);
5501 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5502 list_remove(&control_frame->entry);
5503 HeapFree(GetProcessHeap(), 0, control_frame);
5507 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5508 SHADER_HANDLER hw_fct;
5509 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5510 const struct wined3d_shader *shader = ins->ctx->shader;
5511 struct control_frame *control_frame;
5512 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5513 BOOL bool_const;
5515 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5517 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5518 list_add_head(&priv->control_frames, &control_frame->entry);
5520 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5521 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5523 if(priv->target_version >= NV2)
5525 control_frame->no.loop = priv->num_loops++;
5526 priv->loop_depth++;
5528 else
5530 /* Don't bother recording when we're in a not used if branch */
5531 if(priv->muted)
5533 return;
5536 if(!priv->recording)
5538 list_init(&priv->record);
5539 priv->recording = TRUE;
5540 control_frame->outer_loop = TRUE;
5541 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5542 return; /* Instruction is handled */
5544 /* Record this loop in the outer loop's recording */
5547 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5549 if(priv->target_version >= NV2)
5551 /* Nothing to do. The control frame is popped after the HW instr handler */
5553 else
5555 struct list *e = list_head(&priv->control_frames);
5556 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5557 list_remove(&control_frame->entry);
5559 if(control_frame->outer_loop)
5561 unsigned int iteration;
5562 int aL = 0;
5563 struct list copy;
5565 /* Turn off recording before playback */
5566 priv->recording = FALSE;
5568 /* Move the recorded instructions to a separate list and get them out of the private data
5569 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5570 * be recorded again, thus priv->record might be overwritten
5572 list_init(&copy);
5573 list_move_tail(&copy, &priv->record);
5574 list_init(&priv->record);
5576 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5578 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5579 control_frame->loop_control.count, control_frame->loop_control.start,
5580 control_frame->loop_control.step);
5581 aL = control_frame->loop_control.start;
5583 else
5585 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5588 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5590 struct recorded_instruction *rec_ins;
5591 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5593 priv->aL = aL;
5594 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5596 else
5598 shader_addline(buffer, "#Iteration %u\n", iteration);
5601 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5603 shader_arb_handle_instruction(&rec_ins->ins);
5606 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5608 aL += control_frame->loop_control.step;
5611 shader_addline(buffer, "#end loop/rep\n");
5613 free_recorded_instruction(&copy);
5614 HeapFree(GetProcessHeap(), 0, control_frame);
5615 return; /* Instruction is handled */
5617 else
5619 /* This is a nested loop. Proceed to the normal recording function */
5620 HeapFree(GetProcessHeap(), 0, control_frame);
5625 if(priv->recording)
5627 record_instruction(&priv->record, ins);
5628 return;
5631 /* boolean if */
5632 if(ins->handler_idx == WINED3DSIH_IF)
5634 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5635 list_add_head(&priv->control_frames, &control_frame->entry);
5636 control_frame->type = IF;
5638 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5639 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5640 bool_const = !bool_const;
5641 if (!priv->muted && !bool_const)
5643 shader_addline(buffer, "#if(FALSE){\n");
5644 priv->muted = TRUE;
5645 control_frame->muting = TRUE;
5647 else shader_addline(buffer, "#if(TRUE) {\n");
5649 return; /* Instruction is handled */
5651 else if(ins->handler_idx == WINED3DSIH_IFC)
5653 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5654 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5655 control_frame->type = IFC;
5656 control_frame->no.ifc = priv->num_ifcs++;
5657 list_add_head(&priv->control_frames, &control_frame->entry);
5659 else if(ins->handler_idx == WINED3DSIH_ELSE)
5661 struct list *e = list_head(&priv->control_frames);
5662 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5664 if(control_frame->type == IF)
5666 shader_addline(buffer, "#} else {\n");
5667 if(!priv->muted && !control_frame->muting)
5669 priv->muted = TRUE;
5670 control_frame->muting = TRUE;
5672 else if(control_frame->muting) priv->muted = FALSE;
5673 return; /* Instruction is handled. */
5675 /* In case of an ifc, generate a HW shader instruction */
5676 if (control_frame->type != IFC)
5677 ERR("Control frame does not match.\n");
5679 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5681 struct list *e = list_head(&priv->control_frames);
5682 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5684 if(control_frame->type == IF)
5686 shader_addline(buffer, "#} endif\n");
5687 if(control_frame->muting) priv->muted = FALSE;
5688 list_remove(&control_frame->entry);
5689 HeapFree(GetProcessHeap(), 0, control_frame);
5690 return; /* Instruction is handled */
5692 /* In case of an ifc, generate a HW shader instruction */
5693 if (control_frame->type != IFC)
5694 ERR("Control frame does not match.\n");
5697 if(priv->muted)
5699 pop_control_frame(ins);
5700 return;
5703 /* Select handler */
5704 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5706 /* Unhandled opcode */
5707 if (!hw_fct)
5709 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5710 return;
5712 hw_fct(ins);
5714 pop_control_frame(ins);
5716 shader_arb_add_instruction_modifiers(ins);
5719 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5721 struct shader_arb_priv *priv = shader_priv;
5723 return priv->ffp_proj_control;
5726 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5728 shader_arb_handle_instruction,
5729 shader_arb_select,
5730 shader_arb_disable,
5731 shader_arb_select_depth_blt,
5732 shader_arb_deselect_depth_blt,
5733 shader_arb_update_float_vertex_constants,
5734 shader_arb_update_float_pixel_constants,
5735 shader_arb_load_constants,
5736 shader_arb_destroy,
5737 shader_arb_alloc,
5738 shader_arb_free,
5739 shader_arb_allocate_context_data,
5740 shader_arb_free_context_data,
5741 shader_arb_get_caps,
5742 shader_arb_color_fixup_supported,
5743 shader_arb_has_ffp_proj_control,
5746 /* ARB_fragment_program fixed function pipeline replacement definitions */
5747 #define ARB_FFP_CONST_TFACTOR 0
5748 #define ARB_FFP_CONST_COLOR_KEY ((ARB_FFP_CONST_TFACTOR) + 1)
5749 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY) + 1)
5750 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5751 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5752 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5754 struct arbfp_ffp_desc
5756 struct ffp_frag_desc parent;
5757 GLuint shader;
5760 /* Context activation is done by the caller. */
5761 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5763 if (enable)
5765 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5766 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5768 else
5770 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5771 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5775 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5777 struct shader_arb_priv *priv;
5779 /* Share private data between the shader backend and the pipeline
5780 * replacement, if both are the arb implementation. This is needed to
5781 * figure out whether ARBfp should be disabled if no pixel shader is bound
5782 * or not. */
5783 if (shader_backend == &arb_program_shader_backend)
5784 priv = shader_priv;
5785 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5786 return NULL;
5788 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5790 ERR("Failed to initialize rbtree.\n");
5791 if (priv != shader_priv)
5792 HeapFree(GetProcessHeap(), 0, priv);
5793 return NULL;
5795 priv->use_arbfp_fixed_func = TRUE;
5797 return priv;
5800 /* Context activation is done by the caller. */
5801 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5803 const struct wined3d_gl_info *gl_info = context;
5804 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5806 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5807 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5808 HeapFree(GetProcessHeap(), 0, entry_arb);
5811 /* Context activation is done by the caller. */
5812 static void arbfp_free(struct wined3d_device *device)
5814 struct shader_arb_priv *priv = device->fragment_priv;
5816 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5817 priv->use_arbfp_fixed_func = FALSE;
5819 if (device->shader_backend != &arb_program_shader_backend)
5821 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5825 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5827 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5828 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5829 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
5830 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5831 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5832 WINED3DTEXOPCAPS_SELECTARG1 |
5833 WINED3DTEXOPCAPS_SELECTARG2 |
5834 WINED3DTEXOPCAPS_MODULATE4X |
5835 WINED3DTEXOPCAPS_MODULATE2X |
5836 WINED3DTEXOPCAPS_MODULATE |
5837 WINED3DTEXOPCAPS_ADDSIGNED2X |
5838 WINED3DTEXOPCAPS_ADDSIGNED |
5839 WINED3DTEXOPCAPS_ADD |
5840 WINED3DTEXOPCAPS_SUBTRACT |
5841 WINED3DTEXOPCAPS_ADDSMOOTH |
5842 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5843 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5844 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5845 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5846 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5847 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5848 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5849 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5850 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5851 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5852 WINED3DTEXOPCAPS_MULTIPLYADD |
5853 WINED3DTEXOPCAPS_LERP |
5854 WINED3DTEXOPCAPS_BUMPENVMAP |
5855 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5857 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5859 caps->MaxTextureBlendStages = 8;
5860 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5863 static void state_texfactor_arbfp(struct wined3d_context *context,
5864 const struct wined3d_state *state, DWORD state_id)
5866 struct wined3d_device *device = context->swapchain->device;
5867 const struct wined3d_gl_info *gl_info = context->gl_info;
5868 float col[4];
5870 /* Don't load the parameter if we're using an arbfp pixel shader,
5871 * otherwise we'll overwrite application provided constants. */
5872 if (device->shader_backend == &arb_program_shader_backend)
5874 struct shader_arb_priv *priv;
5876 if (use_ps(state)) return;
5878 priv = device->shader_priv;
5879 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5880 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5883 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5884 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5885 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5888 static void state_arb_specularenable(struct wined3d_context *context,
5889 const struct wined3d_state *state, DWORD state_id)
5891 struct wined3d_device *device = context->swapchain->device;
5892 const struct wined3d_gl_info *gl_info = context->gl_info;
5893 float col[4];
5895 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5896 * application provided constants
5898 if (device->shader_backend == &arb_program_shader_backend)
5900 struct shader_arb_priv *priv;
5902 if (use_ps(state)) return;
5904 priv = device->shader_priv;
5905 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5906 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5909 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5911 /* The specular color has no alpha */
5912 col[0] = 1.0f; col[1] = 1.0f;
5913 col[2] = 1.0f; col[3] = 0.0f;
5914 } else {
5915 col[0] = 0.0f; col[1] = 0.0f;
5916 col[2] = 0.0f; col[3] = 0.0f;
5918 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5919 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5922 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5924 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5925 struct wined3d_device *device = context->swapchain->device;
5926 const struct wined3d_gl_info *gl_info = context->gl_info;
5927 float mat[2][2];
5929 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5931 if (device->shader_backend == &arb_program_shader_backend)
5933 struct shader_arb_priv *priv = device->shader_priv;
5935 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5936 if (use_ps(state))
5937 return;
5939 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5940 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5943 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5944 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5945 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5946 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5948 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5949 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5952 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5953 const struct wined3d_state *state, DWORD state_id)
5955 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5956 struct wined3d_device *device = context->swapchain->device;
5957 const struct wined3d_gl_info *gl_info = context->gl_info;
5958 float param[4];
5960 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5962 if (device->shader_backend == &arb_program_shader_backend)
5964 struct shader_arb_priv *priv = device->shader_priv;
5966 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5967 if (use_ps(state))
5968 return;
5970 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5971 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5974 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5975 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5976 param[2] = 0.0f;
5977 param[3] = 0.0f;
5979 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5980 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5983 static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5985 const struct wined3d_gl_info *gl_info = context->gl_info;
5986 int glParm;
5987 float ref;
5989 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5991 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
5993 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
5994 checkGLcall("glEnable GL_ALPHA_TEST");
5996 else
5998 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
5999 checkGLcall("glDisable GL_ALPHA_TEST");
6000 return;
6003 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
6004 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
6006 if (glParm)
6008 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
6009 checkGLcall("glAlphaFunc");
6013 static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6015 struct wined3d_device *device = context->swapchain->device;
6016 const struct wined3d_gl_info *gl_info = context->gl_info;
6017 struct wined3d_color float_key;
6018 const struct wined3d_texture *texture = state->textures[0];
6020 if (!texture)
6021 return;
6023 /* Don't load the parameter if we're using an arbfp pixel shader,
6024 * otherwise we'll overwrite application provided constants. */
6025 if (device->shader_backend == &arb_program_shader_backend)
6027 struct shader_arb_priv *priv;
6029 if (use_ps(state))
6030 return;
6032 priv = device->shader_priv;
6033 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY] = 1;
6034 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY + 1);
6037 wined3d_format_convert_color_to_float(texture->resource.format, NULL,
6038 texture->async.src_blt_color_key.color_space_high_value, &float_key);
6039 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY, &float_key.r));
6040 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY, &float_key.r)");
6043 static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
6045 const char *ret;
6047 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
6049 switch(arg & WINED3DTA_SELECTMASK) {
6050 case WINED3DTA_DIFFUSE:
6051 ret = "fragment.color.primary"; break;
6053 case WINED3DTA_CURRENT:
6054 if (!stage) ret = "fragment.color.primary";
6055 else ret = "ret";
6056 break;
6058 case WINED3DTA_TEXTURE:
6059 switch(stage) {
6060 case 0: ret = "tex0"; break;
6061 case 1: ret = "tex1"; break;
6062 case 2: ret = "tex2"; break;
6063 case 3: ret = "tex3"; break;
6064 case 4: ret = "tex4"; break;
6065 case 5: ret = "tex5"; break;
6066 case 6: ret = "tex6"; break;
6067 case 7: ret = "tex7"; break;
6068 default: ret = "unknown texture";
6070 break;
6072 case WINED3DTA_TFACTOR:
6073 ret = "tfactor"; break;
6075 case WINED3DTA_SPECULAR:
6076 ret = "fragment.color.secondary"; break;
6078 case WINED3DTA_TEMP:
6079 ret = "tempreg"; break;
6081 case WINED3DTA_CONSTANT:
6082 FIXME("Implement perstage constants\n");
6083 switch(stage) {
6084 case 0: ret = "const0"; break;
6085 case 1: ret = "const1"; break;
6086 case 2: ret = "const2"; break;
6087 case 3: ret = "const3"; break;
6088 case 4: ret = "const4"; break;
6089 case 5: ret = "const5"; break;
6090 case 6: ret = "const6"; break;
6091 case 7: ret = "const7"; break;
6092 default: ret = "unknown constant";
6094 break;
6096 default:
6097 return "unknown";
6100 if(arg & WINED3DTA_COMPLEMENT) {
6101 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6102 if(argnum == 0) ret = "arg0";
6103 if(argnum == 1) ret = "arg1";
6104 if(argnum == 2) ret = "arg2";
6106 if(arg & WINED3DTA_ALPHAREPLICATE) {
6107 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6108 if(argnum == 0) ret = "arg0";
6109 if(argnum == 1) ret = "arg1";
6110 if(argnum == 2) ret = "arg2";
6112 return ret;
6115 static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6116 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6118 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6119 unsigned int mul = 1;
6121 if(color && alpha) dstmask = "";
6122 else if(color) dstmask = ".xyz";
6123 else dstmask = ".w";
6125 if(dst == tempreg) dstreg = "tempreg";
6126 else dstreg = "ret";
6128 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6129 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6130 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6132 switch (op)
6134 case WINED3D_TOP_DISABLE:
6135 if (!stage)
6136 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
6137 break;
6139 case WINED3D_TOP_SELECT_ARG2:
6140 arg1 = arg2;
6141 /* FALLTHROUGH */
6142 case WINED3D_TOP_SELECT_ARG1:
6143 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6144 break;
6146 case WINED3D_TOP_MODULATE_4X:
6147 mul = 2;
6148 /* FALLTHROUGH */
6149 case WINED3D_TOP_MODULATE_2X:
6150 mul *= 2;
6151 /* FALLTHROUGH */
6152 case WINED3D_TOP_MODULATE:
6153 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6154 break;
6156 case WINED3D_TOP_ADD_SIGNED_2X:
6157 mul = 2;
6158 /* FALLTHROUGH */
6159 case WINED3D_TOP_ADD_SIGNED:
6160 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6161 arg2 = "arg2";
6162 /* FALLTHROUGH */
6163 case WINED3D_TOP_ADD:
6164 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6165 break;
6167 case WINED3D_TOP_SUBTRACT:
6168 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6169 break;
6171 case WINED3D_TOP_ADD_SMOOTH:
6172 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6173 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6174 break;
6176 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6177 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6178 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6179 break;
6180 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6181 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6182 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6183 break;
6184 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6185 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6186 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6187 break;
6188 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6189 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6190 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6191 break;
6193 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6194 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6195 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6196 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6197 break;
6199 /* D3DTOP_PREMODULATE ???? */
6201 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6202 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6203 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6204 break;
6205 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6206 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6207 break;
6208 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6209 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6210 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6211 break;
6212 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6213 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6214 break;
6216 case WINED3D_TOP_DOTPRODUCT3:
6217 mul = 4;
6218 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6219 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6220 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6221 break;
6223 case WINED3D_TOP_MULTIPLY_ADD:
6224 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6225 break;
6227 case WINED3D_TOP_LERP:
6228 /* The msdn is not quite right here */
6229 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6230 break;
6232 case WINED3D_TOP_BUMPENVMAP:
6233 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6234 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6235 break;
6237 default:
6238 FIXME("Unhandled texture op %08x\n", op);
6241 if (mul == 2)
6242 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6243 else if (mul == 4)
6244 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6247 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
6249 switch(type)
6251 case WINED3D_GL_RES_TYPE_TEX_1D:
6252 return "1D";
6253 case WINED3D_GL_RES_TYPE_TEX_2D:
6254 return "2D";
6255 case WINED3D_GL_RES_TYPE_TEX_3D:
6256 return "3D";
6257 case WINED3D_GL_RES_TYPE_TEX_CUBE:
6258 return "CUBE";
6259 case WINED3D_GL_RES_TYPE_TEX_RECT:
6260 return "RECT";
6261 default:
6262 return "unexpected_resource_type";
6266 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6268 unsigned int stage;
6269 struct wined3d_string_buffer buffer;
6270 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6271 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6272 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6273 UINT lowest_disabled_stage;
6274 const char *textype;
6275 const char *instr;
6276 char colorcor_dst[8];
6277 GLuint ret;
6278 DWORD arg0, arg1, arg2;
6279 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6280 BOOL op_equal;
6281 const char *final_combiner_src = "ret";
6282 BOOL custom_linear_fog = FALSE;
6283 struct color_fixup_masks masks;
6285 if (!string_buffer_init(&buffer))
6287 ERR("Failed to initialize shader buffer.\n");
6288 return 0;
6291 shader_addline(&buffer, "!!ARBfp1.0\n");
6293 if (settings->color_key_enabled)
6295 shader_addline(&buffer, "PARAM color_key = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY);
6296 tex_read[0] = TRUE;
6299 /* Find out which textures are read */
6300 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6302 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6303 break;
6304 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6305 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6306 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6307 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6308 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6309 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6311 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6312 tex_read[stage] = TRUE;
6313 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6314 tex_read[stage] = TRUE;
6315 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6317 bump_used[stage] = TRUE;
6318 tex_read[stage] = TRUE;
6320 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6322 bump_used[stage] = TRUE;
6323 tex_read[stage] = TRUE;
6324 luminance_used[stage] = TRUE;
6326 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6328 tfactor_used = TRUE;
6331 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6332 tfactor_used = TRUE;
6335 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6336 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6337 tempreg_used = TRUE;
6340 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6341 continue;
6342 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6343 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6344 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6345 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6346 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6347 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6349 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6350 tempreg_used = TRUE;
6352 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6353 tfactor_used = TRUE;
6356 lowest_disabled_stage = stage;
6358 switch (settings->fog)
6360 case WINED3D_FFP_PS_FOG_OFF: break;
6361 case WINED3D_FFP_PS_FOG_LINEAR:
6362 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6364 custom_linear_fog = TRUE;
6365 break;
6367 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6368 break;
6370 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6371 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6372 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6375 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6376 shader_addline(&buffer, "TEMP TMP;\n");
6377 shader_addline(&buffer, "TEMP ret;\n");
6378 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6379 shader_addline(&buffer, "TEMP arg0;\n");
6380 shader_addline(&buffer, "TEMP arg1;\n");
6381 shader_addline(&buffer, "TEMP arg2;\n");
6382 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6383 if(!tex_read[stage]) continue;
6384 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6385 if(!bump_used[stage]) continue;
6386 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6387 if(!luminance_used[stage]) continue;
6388 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6390 if(tfactor_used) {
6391 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6393 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6395 if (settings->sRGB_write)
6397 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6398 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
6399 shader_addline(&buffer, ";\n");
6400 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6401 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
6402 shader_addline(&buffer, ";\n");
6405 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6406 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6408 if (tempreg_used || settings->sRGB_write)
6409 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6411 /* Generate texture sampling instructions) */
6412 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6414 if (!tex_read[stage])
6415 continue;
6417 textype = arbfp_texture_target(settings->op[stage].tex_type);
6419 if(settings->op[stage].projected == proj_none) {
6420 instr = "TEX";
6421 } else if(settings->op[stage].projected == proj_count4 ||
6422 settings->op[stage].projected == proj_count3) {
6423 instr = "TXP";
6424 } else {
6425 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6426 instr = "TXP";
6429 if (stage > 0
6430 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6431 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6433 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6434 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6435 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6436 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6438 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6439 * so multiply the displacement with the dividing parameter before passing it to TXP
6441 if (settings->op[stage].projected != proj_none) {
6442 if(settings->op[stage].projected == proj_count4) {
6443 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6444 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6445 } else {
6446 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6447 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6449 } else {
6450 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6453 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6454 instr, stage, stage, textype);
6455 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6457 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6458 stage - 1, stage - 1, stage - 1);
6459 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6461 } else if(settings->op[stage].projected == proj_count3) {
6462 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6463 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6464 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6465 instr, stage, stage, textype);
6466 } else {
6467 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6468 instr, stage, stage, stage, textype);
6471 sprintf(colorcor_dst, "tex%u", stage);
6472 masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL);
6473 gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
6474 settings->op[stage].color_fixup, masks);
6477 if (settings->color_key_enabled)
6479 shader_addline(&buffer, "SUB TMP, tex0, color_key;\n");
6480 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n");
6481 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n");
6482 shader_addline(&buffer, "KIL -TMP;\n");
6485 /* Generate the main shader */
6486 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6488 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6490 if (!stage)
6491 final_combiner_src = "fragment.color.primary";
6492 break;
6495 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6496 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6497 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6498 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6499 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6500 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6501 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6502 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6503 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6504 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6505 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6506 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6507 else
6508 op_equal = settings->op[stage].aop == settings->op[stage].cop
6509 && settings->op[stage].carg0 == settings->op[stage].aarg0
6510 && settings->op[stage].carg1 == settings->op[stage].aarg1
6511 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6513 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6515 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6516 settings->op[stage].cop, settings->op[stage].carg0,
6517 settings->op[stage].carg1, settings->op[stage].carg2);
6518 if (!stage)
6519 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6521 else if (op_equal)
6523 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6524 settings->op[stage].cop, settings->op[stage].carg0,
6525 settings->op[stage].carg1, settings->op[stage].carg2);
6526 } else {
6527 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6528 settings->op[stage].cop, settings->op[stage].carg0,
6529 settings->op[stage].carg1, settings->op[stage].carg2);
6530 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6531 settings->op[stage].aop, settings->op[stage].aarg0,
6532 settings->op[stage].aarg1, settings->op[stage].aarg2);
6536 if (settings->sRGB_write || custom_linear_fog)
6538 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6539 if (settings->sRGB_write)
6540 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6541 if (custom_linear_fog)
6542 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6543 shader_addline(&buffer, "MOV result.color, ret;\n");
6545 else
6547 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n",
6548 final_combiner_src);
6551 /* Footer */
6552 shader_addline(&buffer, "END\n");
6554 /* Generate the shader */
6555 GL_EXTCALL(glGenProgramsARB(1, &ret));
6556 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6557 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
6559 string_buffer_free(&buffer);
6560 return ret;
6563 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6565 const struct wined3d_device *device = context->swapchain->device;
6566 const struct wined3d_gl_info *gl_info = context->gl_info;
6567 struct shader_arb_priv *priv = device->fragment_priv;
6568 BOOL use_pshader = use_ps(state);
6569 struct ffp_frag_settings settings;
6570 const struct arbfp_ffp_desc *desc;
6571 unsigned int i;
6573 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6575 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6577 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6579 /* Reload fixed function constants since they collide with the
6580 * pixel shader constants. */
6581 for (i = 0; i < MAX_TEXTURES; ++i)
6583 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6585 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6586 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6587 color_key_arbfp(context, state, STATE_COLOR_KEY);
6589 else if (use_pshader)
6591 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
6593 return;
6596 if (!use_pshader)
6598 /* Find or create a shader implementing the fixed function pipeline
6599 * settings, then activate it. */
6600 gen_ffp_frag_op(context, state, &settings, FALSE);
6601 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6602 if(!desc) {
6603 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6604 if (!new_desc)
6606 ERR("Out of memory\n");
6607 return;
6610 new_desc->parent.settings = settings;
6611 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6612 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6613 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6614 desc = new_desc;
6617 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6618 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6619 * deactivate it.
6621 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6622 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6623 priv->current_fprogram_id = desc->shader;
6625 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6627 /* Reload fixed function constants since they collide with the
6628 * pixel shader constants. */
6629 for (i = 0; i < MAX_TEXTURES; ++i)
6631 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6633 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6634 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6636 context->last_was_pshader = FALSE;
6638 else if (!context->last_was_pshader)
6640 if (device->shader_backend == &arb_program_shader_backend)
6641 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6642 context->last_was_pshader = TRUE;
6645 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
6648 /* We can't link the fog states to the fragment state directly since the
6649 * vertex pipeline links them to FOGENABLE. A different linking in different
6650 * pipeline parts can't be expressed in the combined state table, so we need
6651 * to handle that with a forwarding function. The other invisible side effect
6652 * is that changing the fog start and fog end (which links to FOGENABLE in
6653 * vertex) results in the fragment_prog_arbfp function being called because
6654 * FOGENABLE is dirty, which calls this function here. */
6655 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6657 enum fogsource new_source;
6658 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6659 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6661 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6663 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6664 fragment_prog_arbfp(context, state, state_id);
6666 if (!state->render_states[WINED3D_RS_FOGENABLE])
6667 return;
6669 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6671 if (use_vs(state))
6673 new_source = FOGSOURCE_VS;
6675 else
6677 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6678 new_source = FOGSOURCE_COORD;
6679 else
6680 new_source = FOGSOURCE_FFP;
6683 else
6685 new_source = FOGSOURCE_FFP;
6688 if (new_source != context->fog_source || fogstart == fogend)
6690 context->fog_source = new_source;
6691 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6695 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6697 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6698 fragment_prog_arbfp(context, state, state_id);
6701 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6703 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6704 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6728 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6729 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6730 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6732 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6733 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6734 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6735 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6736 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6737 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6739 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6740 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6741 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6742 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6743 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6744 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6745 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6746 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6747 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6748 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6749 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6750 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6751 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6752 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6753 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6754 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6755 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6756 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6757 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6758 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6759 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6760 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6761 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6762 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6763 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6764 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6765 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6766 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6767 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6768 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6769 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6770 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6771 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6772 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6773 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6774 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6775 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6776 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6777 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6778 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6779 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6780 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6781 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6782 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6783 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6784 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6785 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6786 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6787 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6788 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6789 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6790 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6791 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6792 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6793 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6794 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6795 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6796 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6797 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6798 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6799 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6800 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6801 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6802 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6803 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6804 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6805 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6806 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6807 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6808 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6809 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6810 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6811 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6812 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6813 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6814 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6815 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6816 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6817 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6818 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6819 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6820 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6821 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6822 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6823 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6824 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6825 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6826 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6827 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
6828 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6829 {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
6830 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6831 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6832 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6833 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6834 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6835 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6836 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6837 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6838 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6839 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6840 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6841 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6842 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6843 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6844 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6845 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6846 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6847 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6848 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6851 static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
6853 return TRUE;
6856 static void arbfp_free_context_data(struct wined3d_context *context)
6860 const struct fragment_pipeline arbfp_fragment_pipeline = {
6861 arbfp_enable,
6862 arbfp_get_caps,
6863 arbfp_alloc,
6864 arbfp_free,
6865 arbfp_alloc_context_data,
6866 arbfp_free_context_data,
6867 shader_arb_color_fixup_supported,
6868 arbfp_fragmentstate_template,
6871 struct arbfp_blit_type
6873 enum complex_fixup fixup : 4;
6874 enum wined3d_gl_resource_type res_type : 3;
6875 DWORD use_color_key : 1;
6876 DWORD padding : 24;
6879 struct arbfp_blit_desc
6881 GLenum shader;
6882 struct arbfp_blit_type type;
6883 struct wine_rb_entry entry;
6886 #define ARBFP_BLIT_PARAM_SIZE 0
6887 #define ARBFP_BLIT_PARAM_COLOR_KEY 1
6889 struct arbfp_blit_priv
6891 struct wine_rb_tree shaders;
6892 GLuint palette_texture;
6895 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6897 const struct arbfp_blit_type *ka = key;
6898 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6900 return memcmp(ka, kb, sizeof(*ka));
6903 /* Context activation is done by the caller. */
6904 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *context)
6906 const struct wined3d_gl_info *gl_info = context;
6907 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6909 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6910 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6911 HeapFree(GetProcessHeap(), 0, entry_arb);
6914 static const struct wine_rb_functions wined3d_arbfp_blit_rb_functions =
6916 wined3d_rb_alloc,
6917 wined3d_rb_realloc,
6918 wined3d_rb_free,
6919 arbfp_blit_type_compare,
6922 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6924 struct arbfp_blit_priv *priv;
6926 if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
6927 return E_OUTOFMEMORY;
6929 if (wine_rb_init(&priv->shaders, &wined3d_arbfp_blit_rb_functions) == -1)
6931 ERR("Failed to initialize rbtree.\n");
6932 HeapFree(GetProcessHeap(), 0, priv);
6933 return E_OUTOFMEMORY;
6936 device->blit_priv = priv;
6938 return WINED3D_OK;
6941 /* Context activation is done by the caller. */
6942 static void arbfp_blit_free(struct wined3d_device *device)
6944 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6945 struct arbfp_blit_priv *priv = device->blit_priv;
6947 wine_rb_destroy(&priv->shaders, arbfp_free_blit_shader, &device->adapter->gl_info);
6948 checkGLcall("Delete blit programs");
6950 if (priv->palette_texture)
6951 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6953 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6954 device->blit_priv = NULL;
6957 static BOOL gen_planar_yuv_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
6958 char *luminance)
6960 char chroma;
6961 const char *tex, *texinstr = "TXP";
6963 if (type->fixup == COMPLEX_FIXUP_UYVY)
6965 chroma = 'x';
6966 *luminance = 'w';
6968 else
6970 chroma = 'w';
6971 *luminance = 'x';
6974 tex = arbfp_texture_target(type->res_type);
6975 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
6976 texinstr = "TEX";
6978 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6979 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6980 * filtering when we sample the texture.
6982 * These are the rules for reading the chroma:
6984 * Even pixel: Cr
6985 * Even pixel: U
6986 * Odd pixel: V
6988 * So we have to get the sampling x position in non-normalized coordinates in integers
6990 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
6992 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6993 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6995 else
6997 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6999 /* We must not allow filtering between pixel x and x+1, this would mix U and V
7000 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7001 * 0.5, so add 0.5.
7003 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7004 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
7006 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
7007 * even and odd pixels respectively
7009 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
7010 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
7012 /* Sample Pixel 1 */
7013 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7015 /* Put the value into either of the chroma values */
7016 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7017 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
7018 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7019 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
7021 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
7022 * the pixel right to the current one. Otherwise, sample the left pixel.
7023 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
7025 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
7026 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
7027 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7029 /* Put the value into the other chroma */
7030 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7031 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
7032 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7033 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
7035 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7036 * the current one and lerp the two U and V values
7039 /* This gives the correctly filtered luminance value */
7040 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
7042 return TRUE;
7045 static BOOL gen_yv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7046 char *luminance)
7048 const char *tex;
7049 static const float yv12_coef[]
7050 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7052 tex = arbfp_texture_target(type->res_type);
7054 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7055 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7056 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7057 * pitch of the luminance plane, the packing into the gl texture is a bit
7058 * unfortunate. If the whole texture is interpreted as luminance data it looks
7059 * approximately like this:
7061 * +----------------------------------+----
7062 * | |
7063 * | |
7064 * | |
7065 * | |
7066 * | | 2
7067 * | LUMINANCE | -
7068 * | | 3
7069 * | |
7070 * | |
7071 * | |
7072 * | |
7073 * +----------------+-----------------+----
7074 * | | |
7075 * | V even rows | V odd rows |
7076 * | | | 1
7077 * +----------------+------------------ -
7078 * | | | 3
7079 * | U even rows | U odd rows |
7080 * | | |
7081 * +----------------+-----------------+----
7082 * | | |
7083 * | 0.5 | 0.5 |
7085 * So it appears as if there are 4 chroma images, but in fact the odd rows
7086 * in the chroma images are in the same row as the even ones. So its is
7087 * kinda tricky to read
7089 * When reading from rectangle textures, keep in mind that the input y coordinates
7090 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7092 shader_addline(buffer, "PARAM yv12_coef = ");
7093 shader_arb_append_imm_vec4(buffer, yv12_coef);
7094 shader_addline(buffer, ";\n");
7096 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7097 /* the chroma planes have only half the width */
7098 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7100 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7101 * the coordinate. Also read the right side of the image when reading odd lines
7103 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7104 * bleeding
7106 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7109 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7111 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7113 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7114 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7116 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7117 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7118 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7119 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7120 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7122 /* clamp, keep the half pixel origin in mind */
7123 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7124 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7125 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7126 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7128 else
7130 /* Read from [size - size+size/4] */
7131 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7132 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7134 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7135 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7136 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7137 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7138 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7139 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7141 /* Make sure to read exactly from the pixel center */
7142 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7143 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7145 /* Clamp */
7146 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7147 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7148 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7149 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7150 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7152 /* Read the texture, put the result into the output register */
7153 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7154 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7156 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7157 * No need to clamp because we're just reusing the already clamped value from above
7159 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7160 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7161 else
7162 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7163 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7164 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7166 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7167 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7168 * values due to filtering
7170 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7171 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7173 /* Multiply the y coordinate by 2/3 and clamp it */
7174 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7175 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7176 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7177 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7179 else
7181 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7182 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7183 * is bigger
7185 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7186 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7187 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7189 *luminance = 'a';
7191 return TRUE;
7194 static BOOL gen_nv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7195 char *luminance)
7197 const char *tex;
7198 static const float nv12_coef[]
7199 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7201 tex = arbfp_texture_target(type->res_type);
7203 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7204 * sized plane where each component is an UV pair. So the effective
7205 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7206 * data it looks approximately like this:
7208 * +----------------------------------+----
7209 * | |
7210 * | |
7211 * | |
7212 * | |
7213 * | | 2
7214 * | LUMINANCE | -
7215 * | | 3
7216 * | |
7217 * | |
7218 * | |
7219 * | |
7220 * +----------------------------------+----
7221 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7222 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7223 * | | 1
7224 * | | -
7225 * | | 3
7226 * | |
7227 * | |
7228 * +----------------------------------+----
7230 * When reading from rectangle textures, keep in mind that the input y coordinates
7231 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7233 shader_addline(buffer, "PARAM nv12_coef = ");
7234 shader_arb_append_imm_vec4(buffer, nv12_coef);
7235 shader_addline(buffer, ";\n");
7237 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7238 /* We only have half the number of chroma pixels. */
7239 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7241 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7243 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7244 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7246 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7248 /* We must not allow filtering horizontally, this would mix U and V.
7249 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7250 * 0.5, so add 0.5. */
7252 /* Convert to non-normalized coordinates so we can find the
7253 * individual pixel. */
7254 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7255 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7256 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7257 * add 0.5 to hit the center of the pixel. */
7258 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7260 /* Convert back to normalized coordinates. */
7261 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7263 /* Clamp, keep the half pixel origin in mind. */
7264 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7265 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7266 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7267 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7269 else
7271 /* Read from [size - size+size/2] */
7272 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7274 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7275 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7276 * add 0.5 to hit the center of the pixel. */
7277 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7279 /* Clamp */
7280 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7281 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7282 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7283 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7284 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7286 /* Read the texture, put the result into the output register. */
7287 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7288 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7290 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7292 /* Add 1/size.x */
7293 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7295 else
7297 /* Add 1 */
7298 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7300 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7301 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7303 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7304 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7305 * values due to filtering. */
7306 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7307 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7309 /* Multiply the y coordinate by 2/3 and clamp it */
7310 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7311 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7312 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7313 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7315 else
7317 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7318 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7319 * is bigger
7321 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7322 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7323 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7325 *luminance = 'a';
7327 return TRUE;
7330 /* Context activation is done by the caller. */
7331 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
7332 const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7334 GLenum shader;
7335 struct wined3d_string_buffer buffer;
7336 const char *tex_target = arbfp_texture_target(type->res_type);
7338 /* This should not happen because we only use this conversion for
7339 * present blits which don't use color keying. */
7340 if (type->use_color_key)
7341 FIXME("Implement P8 color keying.\n");
7343 /* Shader header */
7344 if (!string_buffer_init(&buffer))
7346 ERR("Failed to initialize shader buffer.\n");
7347 return 0;
7350 GL_EXTCALL(glGenProgramsARB(1, &shader));
7351 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7352 if (!shader)
7354 string_buffer_free(&buffer);
7355 return 0;
7358 shader_addline(&buffer, "!!ARBfp1.0\n");
7359 shader_addline(&buffer, "TEMP index;\n");
7361 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7362 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7364 /* The alpha-component contains the palette index */
7365 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7367 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7368 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7370 /* Use the alpha-component as an index in the palette to get the final color */
7371 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7372 shader_addline(&buffer, "END\n");
7374 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7376 string_buffer_free(&buffer);
7378 return shader;
7381 /* Context activation is done by the caller. */
7382 static void upload_palette(const struct wined3d_texture *texture, struct wined3d_context *context)
7384 const struct wined3d_palette *palette = texture->swapchain ? texture->swapchain->palette : NULL;
7385 struct wined3d_device *device = texture->resource.device;
7386 const struct wined3d_gl_info *gl_info = context->gl_info;
7387 struct arbfp_blit_priv *priv = device->blit_priv;
7389 if (!priv->palette_texture)
7390 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7392 GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
7393 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7395 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7397 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7398 /* Make sure we have discrete color levels. */
7399 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7400 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7401 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7402 if (palette)
7404 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7405 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7407 else
7409 static const DWORD black;
7410 FIXME("P8 surface loaded without a palette.\n");
7411 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7412 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7415 /* Switch back to unit 0 in which the 2D texture will be stored. */
7416 context_active_texture(context, gl_info, 0);
7419 /* Context activation is done by the caller. */
7420 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7421 const struct arbfp_blit_type *type)
7423 GLenum shader;
7424 struct wined3d_string_buffer buffer;
7425 char luminance_component;
7427 if (type->use_color_key)
7428 FIXME("Implement YUV color keying.\n");
7430 /* Shader header */
7431 if (!string_buffer_init(&buffer))
7433 ERR("Failed to initialize shader buffer.\n");
7434 return 0;
7437 GL_EXTCALL(glGenProgramsARB(1, &shader));
7438 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7439 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7440 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7441 if (!shader)
7443 string_buffer_free(&buffer);
7444 return 0;
7447 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7448 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7449 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7450 * each single pixel it contains, and one U and one V value shared between both
7451 * pixels.
7453 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7454 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7455 * take the format into account when generating the read swizzles
7457 * Reading the Y value is straightforward - just sample the texture. The hardware
7458 * takes care of filtering in the horizontal and vertical direction.
7460 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7461 * because that would mix the U and V values of one pixel or two adjacent pixels.
7462 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7463 * regardless of the filtering setting. Vertical filtering works automatically
7464 * though - the U and V values of two rows are mixed nicely.
7466 * Apart of avoiding filtering issues, the code has to know which value it just
7467 * read, and where it can find the other one. To determine this, it checks if
7468 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7470 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7471 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7473 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7474 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7475 * in an unfiltered situation. Finding the luminance on the other hand requires
7476 * finding out if it is an odd or even pixel. The real drawback of this approach
7477 * is filtering. This would have to be emulated completely in the shader, reading
7478 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7479 * vertically. Beyond that it would require adjustments to the texture handling
7480 * code to deal with the width scaling
7482 shader_addline(&buffer, "!!ARBfp1.0\n");
7483 shader_addline(&buffer, "TEMP luminance;\n");
7484 shader_addline(&buffer, "TEMP temp;\n");
7485 shader_addline(&buffer, "TEMP chroma;\n");
7486 shader_addline(&buffer, "TEMP texcrd;\n");
7487 shader_addline(&buffer, "TEMP texcrd2;\n");
7488 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7489 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7490 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7492 switch (type->fixup)
7494 case COMPLEX_FIXUP_UYVY:
7495 case COMPLEX_FIXUP_YUY2:
7496 if (!gen_planar_yuv_read(&buffer, type, &luminance_component))
7498 string_buffer_free(&buffer);
7499 return 0;
7501 break;
7503 case COMPLEX_FIXUP_YV12:
7504 if (!gen_yv12_read(&buffer, type, &luminance_component))
7506 string_buffer_free(&buffer);
7507 return 0;
7509 break;
7511 case COMPLEX_FIXUP_NV12:
7512 if (!gen_nv12_read(&buffer, type, &luminance_component))
7514 string_buffer_free(&buffer);
7515 return 0;
7517 break;
7519 default:
7520 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7521 string_buffer_free(&buffer);
7522 return 0;
7525 /* Calculate the final result. Formula is taken from
7526 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7527 * ranges from -0.5 to 0.5
7529 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7531 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7532 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7533 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7534 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7535 shader_addline(&buffer, "END\n");
7537 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7539 string_buffer_free(&buffer);
7541 return shader;
7544 /* Context activation is done by the caller. */
7545 static GLuint arbfp_gen_plain_shader(struct arbfp_blit_priv *priv,
7546 const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7548 GLenum shader;
7549 struct wined3d_string_buffer buffer;
7550 const char *tex_target = arbfp_texture_target(type->res_type);
7552 /* Shader header */
7553 if (!string_buffer_init(&buffer))
7555 ERR("Failed to initialize shader buffer.\n");
7556 return 0;
7559 GL_EXTCALL(glGenProgramsARB(1, &shader));
7560 if (!shader)
7562 string_buffer_free(&buffer);
7563 return 0;
7565 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7567 shader_addline(&buffer, "!!ARBfp1.0\n");
7569 if (type->use_color_key)
7571 shader_addline(&buffer, "TEMP color;\n");
7572 shader_addline(&buffer, "TEMP compare;\n");
7573 shader_addline(&buffer, "PARAM color_key = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY);
7574 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7575 shader_addline(&buffer, "SUB compare, color, color_key;\n");
7576 shader_addline(&buffer, "DP4 compare.r, compare, compare;\n");
7577 shader_addline(&buffer, "SGE compare, -compare.r, 0.0;\n");
7578 shader_addline(&buffer, "KIL -compare;\n");
7579 shader_addline(&buffer, "MOV result.color, color;\n");
7581 else
7583 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7586 shader_addline(&buffer, "END\n");
7588 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7590 string_buffer_free(&buffer);
7592 return shader;
7595 /* Context activation is done by the caller. */
7596 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
7597 const struct wined3d_color_key *color_key)
7599 GLenum shader;
7600 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7601 struct arbfp_blit_priv *priv = blit_priv;
7602 enum complex_fixup fixup;
7603 const struct wined3d_gl_info *gl_info = context->gl_info;
7604 GLenum gl_texture_type = surface->container->target;
7605 struct wine_rb_entry *entry;
7606 struct arbfp_blit_type type;
7607 struct arbfp_blit_desc *desc;
7608 struct wined3d_color float_color_key;
7610 if (is_complex_fixup(surface->resource.format->color_fixup))
7611 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7612 else
7613 fixup = COMPLEX_FIXUP_NONE;
7615 switch (gl_texture_type)
7617 case GL_TEXTURE_1D:
7618 type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
7619 break;
7621 case GL_TEXTURE_2D:
7622 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7623 break;
7625 case GL_TEXTURE_3D:
7626 type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
7627 break;
7629 case GL_TEXTURE_CUBE_MAP_ARB:
7630 type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
7631 break;
7633 case GL_TEXTURE_RECTANGLE_ARB:
7634 type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
7635 break;
7637 default:
7638 ERR("Unexpected GL texture type %x.\n", gl_texture_type);
7639 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7641 type.fixup = fixup;
7642 type.use_color_key = !!color_key;
7643 type.padding = 0;
7645 entry = wine_rb_get(&priv->shaders, &type);
7646 if (entry)
7648 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7649 shader = desc->shader;
7651 else
7653 switch (fixup)
7655 case COMPLEX_FIXUP_NONE:
7656 if (!is_identity_fixup(surface->resource.format->color_fixup))
7657 FIXME("Implement support for sign or swizzle fixups.\n");
7658 shader = arbfp_gen_plain_shader(priv, gl_info, &type);
7659 break;
7661 case COMPLEX_FIXUP_P8:
7662 shader = gen_p8_shader(priv, gl_info, &type);
7663 break;
7665 case COMPLEX_FIXUP_YUY2:
7666 case COMPLEX_FIXUP_UYVY:
7667 case COMPLEX_FIXUP_YV12:
7668 case COMPLEX_FIXUP_NV12:
7669 shader = gen_yuv_shader(priv, gl_info, &type);
7670 break;
7673 if (!shader)
7675 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7676 return E_NOTIMPL;
7679 desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
7680 if (!desc)
7681 goto err_out;
7683 desc->type = type;
7684 desc->shader = shader;
7685 if (wine_rb_put(&priv->shaders, &desc->type, &desc->entry) == -1)
7687 err_out:
7688 ERR("Out of memory\n");
7689 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7690 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7691 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7692 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7693 HeapFree(GetProcessHeap(), 0, desc);
7694 return E_OUTOFMEMORY;
7698 if (fixup == COMPLEX_FIXUP_P8)
7699 upload_palette(surface->container, context);
7701 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7702 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7703 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7704 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7705 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, size));
7706 checkGLcall("glProgramLocalParameter4fvARB");
7707 if (type.use_color_key)
7709 wined3d_format_convert_color_to_float(surface->resource.format, NULL,
7710 surface->container->async.src_blt_color_key.color_space_high_value, &float_color_key);
7711 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7712 ARBFP_BLIT_PARAM_COLOR_KEY, &float_color_key.r));
7713 checkGLcall("glProgramLocalParameter4fvARB");
7716 return WINED3D_OK;
7719 /* Context activation is done by the caller. */
7720 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7722 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7723 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7726 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info,
7727 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
7728 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7729 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7731 enum complex_fixup src_fixup;
7733 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7734 return FALSE;
7736 switch (blit_op)
7738 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
7739 if (!d3d_info->shader_color_key)
7741 /* The conversion modifies the alpha channel so the color key might no longer match. */
7742 TRACE("Color keying not supported with converted textures.\n");
7743 return FALSE;
7745 case WINED3D_BLIT_OP_COLOR_BLIT:
7746 break;
7748 default:
7749 TRACE("Unsupported blit_op=%d\n", blit_op);
7750 return FALSE;
7753 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7754 return FALSE;
7756 src_fixup = get_complex_fixup(src_format->color_fixup);
7757 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7759 TRACE("Checking support for fixup:\n");
7760 dump_color_fixup_desc(src_format->color_fixup);
7763 if (!is_identity_fixup(dst_format->color_fixup))
7765 TRACE("Destination fixups are not supported\n");
7766 return FALSE;
7769 if (is_identity_fixup(src_format->color_fixup))
7771 TRACE("[OK]\n");
7772 return TRUE;
7775 /* We only support YUV conversions. */
7776 if (!is_complex_fixup(src_format->color_fixup))
7778 TRACE("[FAILED]\n");
7779 return FALSE;
7782 switch(src_fixup)
7784 case COMPLEX_FIXUP_YUY2:
7785 case COMPLEX_FIXUP_UYVY:
7786 case COMPLEX_FIXUP_YV12:
7787 case COMPLEX_FIXUP_NV12:
7788 case COMPLEX_FIXUP_P8:
7789 TRACE("[OK]\n");
7790 return TRUE;
7792 default:
7793 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7794 TRACE("[FAILED]\n");
7795 return FALSE;
7799 static void arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7800 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7801 struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
7802 const struct wined3d_color_key *color_key)
7804 struct wined3d_context *context;
7805 RECT src_rect = *src_rect_in;
7806 RECT dst_rect = *dst_rect_in;
7808 /* Activate the destination context, set it up for blitting */
7809 context = context_acquire(device, dst_surface);
7811 /* Now load the surface */
7812 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7813 && (src_surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE))
7814 == WINED3D_LOCATION_DRAWABLE
7815 && !wined3d_resource_is_offscreen(&src_surface->container->resource))
7817 /* Without FBO blits transferring from the drawable to the texture is
7818 * expensive, because we have to flip the data in sysmem. Since we can
7819 * flip in the blitter, we don't actually need that flip anyway. So we
7820 * use the surface's texture as scratch texture, and flip the source
7821 * rectangle instead. */
7822 surface_load_fb_texture(src_surface, FALSE);
7824 src_rect.top = src_surface->resource.height - src_rect.top;
7825 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7827 else
7828 wined3d_texture_load(src_surface->container, context, FALSE);
7830 context_apply_blit_state(context, device);
7832 if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
7833 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7835 arbfp_blit_set(device->blit_priv, context, src_surface, color_key);
7837 /* Draw a textured quad */
7838 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7840 /* Leave the opengl state valid for blitting */
7841 arbfp_blit_unset(context->gl_info);
7843 if (wined3d_settings.strict_draw_ordering
7844 || (dst_surface->container->swapchain
7845 && (dst_surface->container->swapchain->front_buffer == dst_surface->container)))
7846 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7848 context_release(context);
7850 surface_validate_location(dst_surface, dst_surface->container->resource.draw_binding);
7851 surface_invalidate_location(dst_surface, ~dst_surface->container->resource.draw_binding);
7854 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7855 const RECT *dst_rect, const struct wined3d_color *color)
7857 FIXME("Color filling not implemented by arbfp_blit\n");
7858 return WINED3DERR_INVALIDCALL;
7861 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7862 struct wined3d_surface *surface, const RECT *rect, float depth)
7864 FIXME("Depth filling not implemented by arbfp_blit.\n");
7865 return WINED3DERR_INVALIDCALL;
7868 const struct blit_shader arbfp_blit = {
7869 arbfp_blit_alloc,
7870 arbfp_blit_free,
7871 arbfp_blit_set,
7872 arbfp_blit_unset,
7873 arbfp_blit_supported,
7874 arbfp_blit_color_fill,
7875 arbfp_blit_depth_fill,
7876 arbfp_blit_surface,