windowscodecs: Test pixel format of the loaded TIFF image.
[wine.git] / dlls / wined3d / arb_program_shader.c
blobdb1d812cb18caf0d8ebd9806099479fe16563b34
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 2007-2008 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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);
42 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr)
45 char *p, *q;
47 p = *ptr;
48 if (!(q = strstr(p, "\n")))
50 if (!*p) return NULL;
51 *ptr += strlen(p);
52 return p;
54 *q = '\0';
55 *ptr = q + 1;
57 return p;
60 static void shader_arb_dump_program_source(const char *source)
62 ULONG source_size;
63 char *ptr, *line, *tmp;
65 source_size = strlen(source) + 1;
66 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
67 if (!tmp)
69 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
70 return;
72 memcpy(tmp, source, source_size);
74 ptr = tmp;
75 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
76 FIXME("\n");
78 HeapFree(GetProcessHeap(), 0, tmp);
81 enum arb_helper_value
83 ARB_ZERO,
84 ARB_ONE,
85 ARB_TWO,
86 ARB_0001,
87 ARB_EPS,
89 ARB_VS_REL_OFFSET
92 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
94 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
96 ERR("Geometry shaders are unsupported\n");
97 return "bad";
100 if (shader == WINED3D_SHADER_TYPE_PIXEL)
102 switch (value)
104 case ARB_ZERO: return "ps_helper_const.x";
105 case ARB_ONE: return "ps_helper_const.y";
106 case ARB_TWO: return "coefmul.x";
107 case ARB_0001: return "ps_helper_const.xxxy";
108 case ARB_EPS: return "ps_helper_const.z";
109 default: break;
112 else
114 switch (value)
116 case ARB_ZERO: return "helper_const.x";
117 case ARB_ONE: return "helper_const.y";
118 case ARB_TWO: return "helper_const.z";
119 case ARB_EPS: return "helper_const.w";
120 case ARB_0001: return "helper_const.xxxy";
121 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
124 FIXME("Unmanaged %s shader helper constant requested: %u\n",
125 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
126 switch (value)
128 case ARB_ZERO: return "0.0";
129 case ARB_ONE: return "1.0";
130 case ARB_TWO: return "2.0";
131 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
132 case ARB_EPS: return "1e-8";
133 default: return "bad";
137 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
139 return state->lowest_disabled_stage < 7;
142 /* ARB_program_shader private data */
144 struct control_frame
146 struct list entry;
147 enum
150 IFC,
151 LOOP,
153 } type;
154 BOOL muting;
155 BOOL outer_loop;
156 union
158 unsigned int loop;
159 unsigned int ifc;
160 } no;
161 struct wined3d_shader_loop_control loop_control;
162 BOOL had_else;
165 struct arb_ps_np2fixup_info
167 struct ps_np2fixup_info super;
168 /* For ARB we need a offset value:
169 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
170 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
171 * array we need an offset to the index inside the program local parameter array. */
172 UINT offset;
175 struct arb_ps_compile_args
177 struct ps_compile_args super;
178 WORD bools;
179 WORD clip; /* only a boolean, use a WORD for alignment */
180 unsigned char loop_ctrl[MAX_CONST_I][3];
183 struct stb_const_desc
185 unsigned char texunit;
186 UINT const_num;
189 struct arb_ps_compiled_shader
191 struct arb_ps_compile_args args;
192 struct arb_ps_np2fixup_info np2fixup_info;
193 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
194 struct stb_const_desc luminanceconst[MAX_TEXTURES];
195 UINT int_consts[MAX_CONST_I];
196 GLuint prgId;
197 UINT ycorrection;
198 unsigned char numbumpenvmatconsts;
199 char num_int_consts;
202 struct arb_vs_compile_args
204 struct vs_compile_args super;
205 union
207 struct
209 WORD bools;
210 unsigned char clip_texcoord;
211 unsigned char clipplane_mask;
212 } boolclip;
213 DWORD boolclip_compare;
214 } clip;
215 DWORD ps_signature;
216 union
218 unsigned char samplers[4];
219 DWORD samplers_compare;
220 } vertex;
221 unsigned char loop_ctrl[MAX_CONST_I][3];
224 struct arb_vs_compiled_shader
226 struct arb_vs_compile_args args;
227 GLuint prgId;
228 UINT int_consts[MAX_CONST_I];
229 char num_int_consts;
230 char need_color_unclamp;
231 UINT pos_fixup;
234 struct recorded_instruction
236 struct wined3d_shader_instruction ins;
237 struct list entry;
240 struct shader_arb_ctx_priv
242 char addr_reg[20];
243 enum
245 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
246 ARB,
247 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
248 NV2,
249 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
251 } target_version;
253 const struct arb_vs_compile_args *cur_vs_args;
254 const struct arb_ps_compile_args *cur_ps_args;
255 const struct arb_ps_compiled_shader *compiled_fprog;
256 const struct arb_vs_compiled_shader *compiled_vprog;
257 struct arb_ps_np2fixup_info *cur_np2fixup_info;
258 struct list control_frames;
259 struct list record;
260 BOOL recording;
261 BOOL muted;
262 unsigned int num_loops, loop_depth, num_ifcs;
263 int aL;
265 unsigned int vs_clipplanes;
266 BOOL footer_written;
267 BOOL in_main_func;
269 /* For 3.0 vertex shaders */
270 const char *vs_output[MAX_REG_OUTPUT];
271 /* For 2.x and earlier vertex shaders */
272 const char *texcrd_output[8], *color_output[2], *fog_output;
274 /* 3.0 pshader input for compatibility with fixed function */
275 const char *ps_input[MAX_REG_INPUT];
278 struct ps_signature
280 struct wined3d_shader_signature_element *sig;
281 DWORD idx;
282 struct wine_rb_entry entry;
285 struct arb_pshader_private {
286 struct arb_ps_compiled_shader *gl_shaders;
287 UINT num_gl_shaders, shader_array_size;
288 DWORD input_signature_idx;
289 DWORD clipplane_emulation;
290 BOOL clamp_consts;
293 struct arb_vshader_private {
294 struct arb_vs_compiled_shader *gl_shaders;
295 UINT num_gl_shaders, shader_array_size;
296 UINT rel_offset;
299 struct shader_arb_priv
301 GLuint current_vprogram_id;
302 GLuint current_fprogram_id;
303 const struct arb_ps_compiled_shader *compiled_fprog;
304 const struct arb_vs_compiled_shader *compiled_vprog;
305 GLuint depth_blt_vprogram_id;
306 GLuint depth_blt_fprogram_id_full[tex_type_count];
307 GLuint depth_blt_fprogram_id_masked[tex_type_count];
308 BOOL use_arbfp_fixed_func;
309 struct wine_rb_tree fragment_shaders;
310 BOOL last_ps_const_clamped;
311 BOOL last_vs_color_unclamp;
313 struct wine_rb_tree signature_tree;
314 DWORD ps_sig_number;
316 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
317 char *vshader_const_dirty, *pshader_const_dirty;
318 const struct wined3d_context *last_context;
321 /* GL locking for state handlers is done by the caller. */
322 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
323 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
325 if (shader_data->rel_offset) return TRUE;
326 if (!reg_maps->usesmova) return FALSE;
327 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
330 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
331 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
333 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
334 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
337 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
338 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
340 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
341 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
342 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
343 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
344 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
345 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
346 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
347 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
348 return FALSE;
351 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
352 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
354 unsigned int ret = 1;
355 /* We use one PARAM for the pos fixup, and in some cases one to load
356 * some immediate values into the shader. */
357 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
358 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
359 return ret;
362 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
363 * When constant_list == NULL, it will load all the constants.
365 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
366 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
368 /* GL locking is done by the caller */
369 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
370 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
371 const float *constants, char *dirty_consts)
373 struct wined3d_shader_lconst *lconst;
374 DWORD i, j;
375 unsigned int ret;
377 if (TRACE_ON(d3d_constants))
379 for(i = 0; i < max_constants; i++) {
380 if(!dirty_consts[i]) continue;
381 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
382 constants[i * 4 + 0], constants[i * 4 + 1],
383 constants[i * 4 + 2], constants[i * 4 + 3]);
387 i = 0;
389 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
390 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
392 float lcl_const[4];
393 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
394 * shaders, the first 8 constants are marked dirty for reload
396 for(; i < min(8, max_constants); i++) {
397 if(!dirty_consts[i]) continue;
398 dirty_consts[i] = 0;
400 j = 4 * i;
401 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
402 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
403 else lcl_const[0] = constants[j + 0];
405 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
406 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
407 else lcl_const[1] = constants[j + 1];
409 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
410 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
411 else lcl_const[2] = constants[j + 2];
413 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
414 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
415 else lcl_const[3] = constants[j + 3];
417 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
420 /* If further constants are dirty, reload them without clamping.
422 * The alternative is not to touch them, but then we cannot reset the dirty constant count
423 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
424 * above would always re-check the first 8 constants since max_constant remains at the init
425 * value
429 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
431 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
432 * or just reloading *all* constants at once
434 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
436 for(; i < max_constants; i++) {
437 if(!dirty_consts[i]) continue;
439 /* Find the next block of dirty constants */
440 dirty_consts[i] = 0;
441 j = i;
442 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
443 dirty_consts[i] = 0;
446 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
448 } else {
449 for(; i < max_constants; i++) {
450 if(dirty_consts[i]) {
451 dirty_consts[i] = 0;
452 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
456 checkGLcall("glProgramEnvParameter4fvARB()");
458 /* Load immediate constants */
459 if (shader->load_local_constsF)
461 if (TRACE_ON(d3d_shader))
463 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
465 GLfloat* values = (GLfloat*)lconst->value;
466 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
467 values[0], values[1], values[2], values[3]);
470 /* Immediate constants are clamped for 1.X shaders at loading times */
471 ret = 0;
472 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
474 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
475 ret = max(ret, lconst->idx + 1);
476 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
478 checkGLcall("glProgramEnvParameter4fvARB()");
479 return ret; /* The loaded immediate constants need reloading for the next shader */
480 } else {
481 return 0; /* No constants are dirty now */
486 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
488 static void shader_arb_load_np2fixup_constants(void *shader_priv,
489 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
491 const struct shader_arb_priv * priv = shader_priv;
493 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
494 if (!use_ps(state)) return;
496 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
497 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
498 UINT i;
499 WORD active = fixup->super.active;
500 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
502 for (i = 0; active; active >>= 1, ++i)
504 const struct wined3d_texture *tex = state->textures[i];
505 const unsigned char idx = fixup->super.idx[i];
506 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
508 if (!(active & 1)) continue;
510 if (!tex) {
511 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
512 continue;
515 if (idx % 2)
517 tex_dim[2] = tex->pow2_matrix[0];
518 tex_dim[3] = tex->pow2_matrix[5];
520 else
522 tex_dim[0] = tex->pow2_matrix[0];
523 tex_dim[1] = tex->pow2_matrix[5];
527 for (i = 0; i < fixup->super.num_consts; ++i) {
528 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
529 fixup->offset + i, &np2fixup_constants[i * 4]));
534 /* GL locking is done by the caller. */
535 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
536 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
538 const struct wined3d_gl_info *gl_info = context->gl_info;
539 unsigned char i;
541 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
543 int texunit = gl_shader->bumpenvmatconst[i].texunit;
545 /* The state manager takes care that this function is always called if the bump env matrix changes */
546 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
547 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
548 gl_shader->bumpenvmatconst[i].const_num, data));
550 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
552 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
553 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
554 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
555 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
557 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
558 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
559 gl_shader->luminanceconst[i].const_num, scale));
562 checkGLcall("Load bumpmap consts");
564 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
566 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
567 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
568 * ycorrection.z: 1.0
569 * ycorrection.w: 0.0
571 float val[4];
572 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
573 val[1] = context->render_offscreen ? 1.0f : -1.0f;
574 val[2] = 1.0f;
575 val[3] = 0.0f;
576 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
577 checkGLcall("y correction loading");
580 if (!gl_shader->num_int_consts) return;
582 for(i = 0; i < MAX_CONST_I; i++)
584 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
586 float val[4];
587 val[0] = (float)state->ps_consts_i[4 * i];
588 val[1] = (float)state->ps_consts_i[4 * i + 1];
589 val[2] = (float)state->ps_consts_i[4 * i + 2];
590 val[3] = -1.0f;
592 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
595 checkGLcall("Load ps int consts");
598 /* GL locking is done by the caller. */
599 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
600 const struct wined3d_context *context, const struct wined3d_state *state)
602 const struct wined3d_gl_info *gl_info = context->gl_info;
603 float position_fixup[4];
604 unsigned char i;
606 /* Upload the position fixup */
607 shader_get_position_fixup(context, state, position_fixup);
608 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
610 if (!gl_shader->num_int_consts) return;
612 for(i = 0; i < MAX_CONST_I; i++)
614 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
616 float val[4];
617 val[0] = (float)state->vs_consts_i[4 * i];
618 val[1] = (float)state->vs_consts_i[4 * i + 1];
619 val[2] = (float)state->vs_consts_i[4 * i + 2];
620 val[3] = -1.0f;
622 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
625 checkGLcall("Load vs int consts");
629 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
631 * We only support float constants in ARB at the moment, so don't
632 * worry about the Integers or Booleans
634 /* GL locking is done by the caller (state handler) */
635 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
637 struct wined3d_device *device = context->swapchain->device;
638 const struct wined3d_state *state = &device->stateBlock->state;
639 const struct wined3d_gl_info *gl_info = context->gl_info;
640 struct shader_arb_priv *priv = device->shader_priv;
642 if (context != priv->last_context)
644 memset(priv->vshader_const_dirty, 1,
645 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
646 priv->highest_dirty_vs_const = device->d3d_vshader_constantF;
648 memset(priv->pshader_const_dirty, 1,
649 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
650 priv->highest_dirty_ps_const = device->d3d_pshader_constantF;
652 priv->last_context = context;
655 if (useVertexShader)
657 struct wined3d_shader *vshader = state->vertex_shader;
658 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
660 /* Load DirectX 9 float constants for vertex shader */
661 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
662 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
663 shader_arb_vs_local_constants(gl_shader, context, state);
666 if (usePixelShader)
668 struct wined3d_shader *pshader = state->pixel_shader;
669 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
670 UINT rt_height = state->fb->render_targets[0]->resource.height;
672 /* Load DirectX 9 float constants for pixel shader */
673 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
674 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
675 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
679 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
681 struct wined3d_context *context = context_get_current();
682 struct shader_arb_priv *priv = device->shader_priv;
684 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
685 * context. On a context switch the old context will be fully dirtified */
686 if (!context || context->swapchain->device != device) return;
688 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
689 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
692 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
694 struct wined3d_context *context = context_get_current();
695 struct shader_arb_priv *priv = device->shader_priv;
697 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
698 * context. On a context switch the old context will be fully dirtified */
699 if (!context || context->swapchain->device != device) return;
701 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
702 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
705 static DWORD *local_const_mapping(const struct wined3d_shader *shader)
707 const struct wined3d_shader_lconst *lconst;
708 DWORD *ret;
709 DWORD idx = 0;
711 if (shader->load_local_constsF || list_empty(&shader->constantsF))
712 return NULL;
714 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * shader->limits.constant_float);
715 if (!ret)
717 ERR("Out of memory\n");
718 return NULL;
721 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
723 ret[lconst->idx] = idx++;
725 return ret;
728 /* Generate the variable & register declarations for the ARB_vertex_program output target */
729 static DWORD shader_generate_arb_declarations(const struct wined3d_shader *shader,
730 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
731 const struct wined3d_gl_info *gl_info, const DWORD *lconst_map,
732 DWORD *num_clipplanes, const struct shader_arb_ctx_priv *ctx)
734 DWORD i, next_local = 0;
735 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
736 const struct wined3d_shader_lconst *lconst;
737 unsigned max_constantsF;
738 DWORD map;
740 /* In pixel shaders, all private constants are program local, we don't need anything
741 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
742 * If we need a private constant the GL implementation will squeeze it in somewhere
744 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
745 * immediate values. The posFixup is loaded using program.env for now, so always
746 * subtract one from the number of constants. If the shader uses indirect addressing,
747 * account for the helper const too because we have to declare all available d3d constants
748 * and don't know which are actually used.
750 if (pshader)
752 max_constantsF = gl_info->limits.arb_ps_native_constants;
753 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
754 if (max_constantsF < 24)
755 max_constantsF = gl_info->limits.arb_ps_float_constants;
757 else
759 const struct arb_vshader_private *shader_data = shader->backend_data;
760 max_constantsF = gl_info->limits.arb_vs_native_constants;
761 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
762 * Also prevents max_constantsF from becoming less than 0 and
763 * wrapping . */
764 if (max_constantsF < 96)
765 max_constantsF = gl_info->limits.arb_vs_float_constants;
767 if (reg_maps->usesrelconstF)
769 DWORD highest_constf = 0, clip_limit;
771 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
772 max_constantsF -= count_bits(reg_maps->integer_constants);
774 for (i = 0; i < shader->limits.constant_float; ++i)
776 DWORD idx = i >> 5;
777 DWORD shift = i & 0x1f;
778 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
781 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
783 if(ctx->cur_vs_args->super.clip_enabled)
784 clip_limit = gl_info->limits.clipplanes;
785 else
786 clip_limit = 0;
788 else
790 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
791 clip_limit = min(count_bits(mask), 4);
793 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
794 max_constantsF -= *num_clipplanes;
795 if(*num_clipplanes < clip_limit)
797 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
800 else
802 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
803 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
807 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
809 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
812 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
814 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
817 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
819 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
821 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
825 /* Load local constants using the program-local space,
826 * this avoids reloading them each time the shader is used
828 if (lconst_map)
830 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
832 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
833 lconst_map[lconst->idx]);
834 next_local = max(next_local, lconst_map[lconst->idx] + 1);
838 /* After subtracting privately used constants from the hardware limit(they are loaded as
839 * local constants), make sure the shader doesn't violate the env constant limit
841 if(pshader)
843 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
845 else
847 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
850 /* Avoid declaring more constants than needed */
851 max_constantsF = min(max_constantsF, shader->limits.constant_float);
853 /* we use the array-based constants array if the local constants are marked for loading,
854 * because then we use indirect addressing, or when the local constant list is empty,
855 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
856 * local constants do not declare the loaded constants as an array because ARB compilers usually
857 * do not optimize unused constants away
859 if (reg_maps->usesrelconstF)
861 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
862 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
863 max_constantsF, max_constantsF - 1);
864 } else {
865 for(i = 0; i < max_constantsF; i++) {
866 DWORD idx, mask;
867 idx = i >> 5;
868 mask = 1 << (i & 0x1f);
869 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
871 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
876 return next_local;
879 static const char * const shift_tab[] = {
880 "dummy", /* 0 (none) */
881 "coefmul.x", /* 1 (x2) */
882 "coefmul.y", /* 2 (x4) */
883 "coefmul.z", /* 3 (x8) */
884 "coefmul.w", /* 4 (x16) */
885 "dummy", /* 5 (x32) */
886 "dummy", /* 6 (x64) */
887 "dummy", /* 7 (x128) */
888 "dummy", /* 8 (d256) */
889 "dummy", /* 9 (d128) */
890 "dummy", /* 10 (d64) */
891 "dummy", /* 11 (d32) */
892 "coefdiv.w", /* 12 (d16) */
893 "coefdiv.z", /* 13 (d8) */
894 "coefdiv.y", /* 14 (d4) */
895 "coefdiv.x" /* 15 (d2) */
898 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
899 const struct wined3d_shader_dst_param *dst, char *write_mask)
901 char *ptr = write_mask;
903 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
905 *ptr++ = '.';
906 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
907 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
908 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
909 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
912 *ptr = '\0';
915 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
917 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
918 * but addressed as "rgba". To fix this we need to swap the register's x
919 * and z components. */
920 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
921 char *ptr = swizzle_str;
923 /* swizzle bits fields: wwzzyyxx */
924 DWORD swizzle = param->swizzle;
925 DWORD swizzle_x = swizzle & 0x03;
926 DWORD swizzle_y = (swizzle >> 2) & 0x03;
927 DWORD swizzle_z = (swizzle >> 4) & 0x03;
928 DWORD swizzle_w = (swizzle >> 6) & 0x03;
930 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
931 * generate a swizzle string. Unless we need to our own swizzling. */
932 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
934 *ptr++ = '.';
935 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
936 *ptr++ = swizzle_chars[swizzle_x];
937 } else {
938 *ptr++ = swizzle_chars[swizzle_x];
939 *ptr++ = swizzle_chars[swizzle_y];
940 *ptr++ = swizzle_chars[swizzle_z];
941 *ptr++ = swizzle_chars[swizzle_w];
945 *ptr = '\0';
948 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
950 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
951 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
953 if (!strcmp(priv->addr_reg, src)) return;
955 strcpy(priv->addr_reg, src);
956 shader_addline(buffer, "ARL A0.x, %s;\n", src);
959 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
960 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
962 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
963 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
965 /* oPos, oFog and oPts in D3D */
966 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
967 const struct wined3d_shader *shader = ins->ctx->shader;
968 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
969 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
970 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
972 *is_color = FALSE;
974 switch (reg->type)
976 case WINED3DSPR_TEMP:
977 sprintf(register_name, "R%u", reg->idx);
978 break;
980 case WINED3DSPR_INPUT:
981 if (pshader)
983 if (reg_maps->shader_version.major < 3)
985 if (!reg->idx) strcpy(register_name, "fragment.color.primary");
986 else strcpy(register_name, "fragment.color.secondary");
988 else
990 if(reg->rel_addr)
992 char rel_reg[50];
993 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
995 if (!strcmp(rel_reg, "**aL_emul**"))
997 DWORD idx = ctx->aL + reg->idx;
998 if(idx < MAX_REG_INPUT)
1000 strcpy(register_name, ctx->ps_input[idx]);
1002 else
1004 ERR("Pixel shader input register out of bounds: %u\n", idx);
1005 sprintf(register_name, "out_of_bounds_%u", idx);
1008 else if (reg_maps->input_registers & 0x0300)
1010 /* There are two ways basically:
1012 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1013 * That means trouble if the loop also contains a breakc or if the control values
1014 * aren't local constants.
1015 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1016 * source dynamically. The trouble is that we cannot simply read aL.y because it
1017 * is an ADDRESS register. We could however push it, load .zw with a value and use
1018 * ADAC to load the condition code register and pop it again afterwards
1020 FIXME("Relative input register addressing with more than 8 registers\n");
1022 /* This is better than nothing for now */
1023 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1025 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1027 /* This is problematic because we'd have to consult the ctx->ps_input strings
1028 * for where to find the varying. Some may be "0.0", others can be texcoords or
1029 * colors. This needs either a pipeline replacement to make the vertex shader feed
1030 * proper varyings, or loop unrolling
1032 * For now use the texcoords and hope for the best
1034 FIXME("Non-vertex shader varying input with indirect addressing\n");
1035 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1037 else
1039 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1040 * pulls GL_NV_fragment_program2 in
1042 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1045 else
1047 if(reg->idx < MAX_REG_INPUT)
1049 strcpy(register_name, ctx->ps_input[reg->idx]);
1051 else
1053 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
1054 sprintf(register_name, "out_of_bounds_%u", reg->idx);
1059 else
1061 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1062 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
1064 break;
1066 case WINED3DSPR_CONST:
1067 if (!pshader && reg->rel_addr)
1069 const struct arb_vshader_private *shader_data = shader->backend_data;
1070 UINT rel_offset = shader_data->rel_offset;
1071 BOOL aL = FALSE;
1072 char rel_reg[50];
1073 if (reg_maps->shader_version.major < 2)
1075 sprintf(rel_reg, "A0.x");
1076 } else {
1077 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
1078 if(ctx->target_version == ARB) {
1079 if (!strcmp(rel_reg, "**aL_emul**"))
1081 aL = TRUE;
1082 } else {
1083 shader_arb_request_a0(ins, rel_reg);
1084 sprintf(rel_reg, "A0.x");
1088 if(aL)
1089 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
1090 else if (reg->idx >= rel_offset)
1091 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
1092 else
1093 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx);
1095 else
1097 if (reg_maps->usesrelconstF)
1098 sprintf(register_name, "C[%u]", reg->idx);
1099 else
1100 sprintf(register_name, "C%u", reg->idx);
1102 break;
1104 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1105 if (pshader)
1107 if (reg_maps->shader_version.major == 1
1108 && reg_maps->shader_version.minor <= 3)
1110 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1111 * and as source to most instructions. For some instructions it is the texcoord
1112 * input. Those instructions know about the special use
1114 sprintf(register_name, "T%u", reg->idx);
1115 } else {
1116 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1117 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1120 else
1122 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1124 sprintf(register_name, "A%u", reg->idx);
1126 else
1128 sprintf(register_name, "A%u_SHADOW", reg->idx);
1131 break;
1133 case WINED3DSPR_COLOROUT:
1134 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx)
1136 strcpy(register_name, "TMP_COLOR");
1138 else
1140 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1141 if (reg_maps->rt_mask > 1)
1143 sprintf(register_name, "result.color[%u]", reg->idx);
1145 else
1147 strcpy(register_name, "result.color");
1150 break;
1152 case WINED3DSPR_RASTOUT:
1153 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1154 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1155 break;
1157 case WINED3DSPR_DEPTHOUT:
1158 strcpy(register_name, "result.depth");
1159 break;
1161 case WINED3DSPR_ATTROUT:
1162 /* case WINED3DSPR_OUTPUT: */
1163 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1164 else strcpy(register_name, ctx->color_output[reg->idx]);
1165 break;
1167 case WINED3DSPR_TEXCRDOUT:
1168 if (pshader)
1170 sprintf(register_name, "oT[%u]", reg->idx);
1172 else
1174 if (reg_maps->shader_version.major < 3)
1176 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1178 else
1180 strcpy(register_name, ctx->vs_output[reg->idx]);
1183 break;
1185 case WINED3DSPR_LOOP:
1186 if(ctx->target_version >= NV2)
1188 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1189 if(pshader) sprintf(register_name, "A0.x");
1190 else sprintf(register_name, "aL.y");
1192 else
1194 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1195 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1196 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1197 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1198 * indexing
1200 sprintf(register_name, "**aL_emul**");
1203 break;
1205 case WINED3DSPR_CONSTINT:
1206 sprintf(register_name, "I%u", reg->idx);
1207 break;
1209 case WINED3DSPR_MISCTYPE:
1210 if (!reg->idx)
1212 sprintf(register_name, "vpos");
1214 else if(reg->idx == 1)
1216 sprintf(register_name, "fragment.facing.x");
1218 else
1220 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1222 break;
1224 default:
1225 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1226 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1227 break;
1231 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1232 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1234 char register_name[255];
1235 char write_mask[6];
1236 BOOL is_color;
1238 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1239 strcpy(str, register_name);
1241 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1242 strcat(str, write_mask);
1245 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1247 switch(channel_source)
1249 case CHANNEL_SOURCE_ZERO: return "0";
1250 case CHANNEL_SOURCE_ONE: return "1";
1251 case CHANNEL_SOURCE_X: return "x";
1252 case CHANNEL_SOURCE_Y: return "y";
1253 case CHANNEL_SOURCE_Z: return "z";
1254 case CHANNEL_SOURCE_W: return "w";
1255 default:
1256 FIXME("Unhandled channel source %#x\n", channel_source);
1257 return "undefined";
1261 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1262 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1264 DWORD mask;
1266 if (is_complex_fixup(fixup))
1268 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1269 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1270 return;
1273 mask = 0;
1274 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1275 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1276 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1277 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1278 mask &= dst_mask;
1280 if (mask)
1282 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1283 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1284 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1287 mask = 0;
1288 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1289 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1290 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1291 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1292 mask &= dst_mask;
1294 if (mask)
1296 char reg_mask[6];
1297 char *ptr = reg_mask;
1299 if (mask != WINED3DSP_WRITEMASK_ALL)
1301 *ptr++ = '.';
1302 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1303 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1304 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1305 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1307 *ptr = '\0';
1309 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1313 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1315 DWORD mod;
1316 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1317 if (!ins->dst_count) return "";
1319 mod = ins->dst[0].modifiers;
1321 /* Silently ignore PARTIALPRECISION if its not supported */
1322 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1324 if(mod & WINED3DSPDM_MSAMPCENTROID)
1326 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1327 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1330 switch(mod)
1332 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1333 return "H_SAT";
1335 case WINED3DSPDM_SATURATE:
1336 return "_SAT";
1338 case WINED3DSPDM_PARTIALPRECISION:
1339 return "H";
1341 case 0:
1342 return "";
1344 default:
1345 FIXME("Unknown modifiers 0x%08x\n", mod);
1346 return "";
1350 #define TEX_PROJ 0x1
1351 #define TEX_BIAS 0x2
1352 #define TEX_LOD 0x4
1353 #define TEX_DERIV 0x10
1355 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1356 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1358 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1359 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1360 const struct wined3d_shader *shader = ins->ctx->shader;
1361 const struct wined3d_texture *texture;
1362 const char *tex_type;
1363 BOOL np2_fixup = FALSE;
1364 struct wined3d_device *device = shader->device;
1365 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1366 const char *mod;
1367 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1369 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1370 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1372 switch(sampler_type) {
1373 case WINED3DSTT_1D:
1374 tex_type = "1D";
1375 break;
1377 case WINED3DSTT_2D:
1378 texture = device->stateBlock->state.textures[sampler_idx];
1379 if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1381 tex_type = "RECT";
1382 } else {
1383 tex_type = "2D";
1385 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1387 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1389 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1390 else np2_fixup = TRUE;
1393 break;
1395 case WINED3DSTT_VOLUME:
1396 tex_type = "3D";
1397 break;
1399 case WINED3DSTT_CUBE:
1400 tex_type = "CUBE";
1401 break;
1403 default:
1404 ERR("Unexpected texture type %d\n", sampler_type);
1405 tex_type = "";
1408 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1409 * so don't use shader_arb_get_modifier
1411 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1412 else mod = "";
1414 /* Fragment samplers always have indentity mapping */
1415 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1417 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1420 if (flags & TEX_DERIV)
1422 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1423 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1424 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1425 dsx, dsy,sampler_idx, tex_type);
1427 else if(flags & TEX_LOD)
1429 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1430 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1431 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1432 sampler_idx, tex_type);
1434 else if (flags & TEX_BIAS)
1436 /* Shouldn't be possible, but let's check for it */
1437 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1438 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1439 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1441 else if (flags & TEX_PROJ)
1443 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1445 else
1447 if (np2_fixup)
1449 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1450 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1451 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1453 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1455 else
1456 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1459 if (pshader)
1461 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1462 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1463 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1464 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1468 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1469 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1471 /* Generate a line that does the input modifier computation and return the input register to use */
1472 BOOL is_color = FALSE;
1473 char regstr[256];
1474 char swzstr[20];
1475 int insert_line;
1476 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1477 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1478 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1479 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1481 /* Assume a new line will be added */
1482 insert_line = 1;
1484 /* Get register name */
1485 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1486 shader_arb_get_swizzle(src, is_color, swzstr);
1488 switch (src->modifiers)
1490 case WINED3DSPSM_NONE:
1491 sprintf(outregstr, "%s%s", regstr, swzstr);
1492 insert_line = 0;
1493 break;
1494 case WINED3DSPSM_NEG:
1495 sprintf(outregstr, "-%s%s", regstr, swzstr);
1496 insert_line = 0;
1497 break;
1498 case WINED3DSPSM_BIAS:
1499 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1500 break;
1501 case WINED3DSPSM_BIASNEG:
1502 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1503 break;
1504 case WINED3DSPSM_SIGN:
1505 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1506 break;
1507 case WINED3DSPSM_SIGNNEG:
1508 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1509 break;
1510 case WINED3DSPSM_COMP:
1511 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1512 break;
1513 case WINED3DSPSM_X2:
1514 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1515 break;
1516 case WINED3DSPSM_X2NEG:
1517 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1518 break;
1519 case WINED3DSPSM_DZ:
1520 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1521 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1522 break;
1523 case WINED3DSPSM_DW:
1524 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1525 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1526 break;
1527 case WINED3DSPSM_ABS:
1528 if(ctx->target_version >= NV2) {
1529 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1530 insert_line = 0;
1531 } else {
1532 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1534 break;
1535 case WINED3DSPSM_ABSNEG:
1536 if(ctx->target_version >= NV2) {
1537 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1538 } else {
1539 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1540 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1542 insert_line = 0;
1543 break;
1544 default:
1545 sprintf(outregstr, "%s%s", regstr, swzstr);
1546 insert_line = 0;
1549 /* Return modified or original register, with swizzle */
1550 if (insert_line)
1551 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1554 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1556 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1557 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1558 char dst_name[50];
1559 char src_name[2][50];
1560 DWORD sampler_code = dst->reg.idx;
1562 shader_arb_get_dst_param(ins, dst, dst_name);
1564 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1566 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1567 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1568 * temps is done.
1570 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1571 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1572 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1573 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1574 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1576 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1577 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1580 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1582 *extra_char = ' ';
1583 switch(mod)
1585 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1586 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1587 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1588 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1589 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1590 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1591 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1592 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1593 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1594 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1595 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1596 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1597 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1599 FIXME("Unknown modifier %u\n", mod);
1600 return mod;
1603 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1605 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1606 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1607 char dst_name[50];
1608 char src_name[3][50];
1609 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1610 ins->ctx->reg_maps->shader_version.minor);
1612 shader_arb_get_dst_param(ins, dst, dst_name);
1613 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1615 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1616 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1618 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1620 else
1622 struct wined3d_shader_src_param src0_copy = ins->src[0];
1623 char extra_neg;
1625 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1626 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1628 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1629 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1630 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1631 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1632 dst_name, src_name[1], src_name[2]);
1636 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1638 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1639 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1640 char dst_name[50];
1641 char src_name[3][50];
1643 shader_arb_get_dst_param(ins, dst, dst_name);
1645 /* Generate input register names (with modifiers) */
1646 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1647 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1648 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1650 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1651 dst_name, src_name[0], src_name[2], src_name[1]);
1654 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1655 * dst = dot2(src0, src1) + src2 */
1656 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1658 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1659 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1660 char dst_name[50];
1661 char src_name[3][50];
1662 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1664 shader_arb_get_dst_param(ins, dst, dst_name);
1665 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1666 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1668 if(ctx->target_version >= NV3)
1670 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1671 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1672 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1673 dst_name, src_name[0], src_name[1], src_name[2]);
1675 else if(ctx->target_version >= NV2)
1677 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1678 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1679 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1680 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1682 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1684 * .xyxy and other swizzles that we could get with this are not valid in
1685 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1687 struct wined3d_shader_src_param tmp_param = ins->src[1];
1688 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1689 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1691 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1693 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1694 dst_name, src_name[2], src_name[0], src_name[1]);
1696 else
1698 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1699 /* 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]
1700 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1702 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1703 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1704 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1705 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1709 /* Map the opcode 1-to-1 to the GL code */
1710 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1712 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1713 const char *instruction;
1714 char arguments[256], dst_str[50];
1715 unsigned int i;
1716 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1718 switch (ins->handler_idx)
1720 case WINED3DSIH_ABS: instruction = "ABS"; break;
1721 case WINED3DSIH_ADD: instruction = "ADD"; break;
1722 case WINED3DSIH_CRS: instruction = "XPD"; break;
1723 case WINED3DSIH_DP3: instruction = "DP3"; break;
1724 case WINED3DSIH_DP4: instruction = "DP4"; break;
1725 case WINED3DSIH_DST: instruction = "DST"; break;
1726 case WINED3DSIH_FRC: instruction = "FRC"; break;
1727 case WINED3DSIH_LIT: instruction = "LIT"; break;
1728 case WINED3DSIH_LRP: instruction = "LRP"; break;
1729 case WINED3DSIH_MAD: instruction = "MAD"; break;
1730 case WINED3DSIH_MAX: instruction = "MAX"; break;
1731 case WINED3DSIH_MIN: instruction = "MIN"; break;
1732 case WINED3DSIH_MOV: instruction = "MOV"; break;
1733 case WINED3DSIH_MUL: instruction = "MUL"; break;
1734 case WINED3DSIH_SGE: instruction = "SGE"; break;
1735 case WINED3DSIH_SLT: instruction = "SLT"; break;
1736 case WINED3DSIH_SUB: instruction = "SUB"; break;
1737 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1738 case WINED3DSIH_DSX: instruction = "DDX"; break;
1739 default: instruction = "";
1740 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1741 break;
1744 /* Note that shader_arb_add_dst_param() adds spaces. */
1745 arguments[0] = '\0';
1746 shader_arb_get_dst_param(ins, dst, dst_str);
1747 for (i = 0; i < ins->src_count; ++i)
1749 char operand[100];
1750 strcat(arguments, ", ");
1751 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1752 strcat(arguments, operand);
1754 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1757 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1759 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1760 shader_addline(buffer, "NOP;\n");
1763 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1765 const struct wined3d_shader *shader = ins->ctx->shader;
1766 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1767 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1768 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1769 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1770 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1771 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1773 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1774 char src0_param[256];
1776 if (ins->handler_idx == WINED3DSIH_MOVA)
1778 const struct arb_vshader_private *shader_data = shader->backend_data;
1779 char write_mask[6];
1780 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1782 if(ctx->target_version >= NV2) {
1783 shader_hw_map2gl(ins);
1784 return;
1786 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1787 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1789 /* This implements the mova formula used in GLSL. The first two instructions
1790 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1791 * in this case:
1792 * mova A0.x, 0.0
1794 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1796 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1797 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1799 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1800 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1802 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1803 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1804 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1805 if (shader_data->rel_offset)
1807 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1809 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1811 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1813 else if (reg_maps->shader_version.major == 1
1814 && !shader_is_pshader_version(reg_maps->shader_version.type)
1815 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1817 const struct arb_vshader_private *shader_data = shader->backend_data;
1818 src0_param[0] = '\0';
1820 if (shader_data->rel_offset)
1822 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1823 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1824 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1825 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1827 else
1829 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1830 * with more than one component. Thus replicate the first source argument over all
1831 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1832 struct wined3d_shader_src_param tmp_src = ins->src[0];
1833 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1834 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1835 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1838 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx && pshader)
1840 if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov)
1842 shader_addline(buffer, "#mov handled in srgb write code\n");
1843 return;
1845 shader_hw_map2gl(ins);
1847 else
1849 shader_hw_map2gl(ins);
1853 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1855 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1856 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1857 char reg_dest[40];
1859 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1860 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1862 shader_arb_get_dst_param(ins, dst, reg_dest);
1864 if (ins->ctx->reg_maps->shader_version.major >= 2)
1866 const char *kilsrc = "TA";
1867 BOOL is_color;
1869 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1870 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1872 kilsrc = reg_dest;
1874 else
1876 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1877 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1878 * masked out components to 0(won't kill)
1880 char x = '0', y = '0', z = '0', w = '0';
1881 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1882 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1883 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1884 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1885 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1887 shader_addline(buffer, "KIL %s;\n", kilsrc);
1888 } else {
1889 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1890 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1892 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1893 * or pass in any temporary register(in shader phase 2)
1895 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1896 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1897 } else {
1898 shader_arb_get_dst_param(ins, dst, reg_dest);
1900 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1901 shader_addline(buffer, "KIL TA;\n");
1905 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1907 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1908 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1909 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1910 ins->ctx->reg_maps->shader_version.minor);
1911 struct wined3d_shader_src_param src;
1913 char reg_dest[40];
1914 char reg_coord[40];
1915 DWORD reg_sampler_code;
1916 WORD myflags = 0;
1917 BOOL swizzle_coord = FALSE;
1919 /* All versions have a destination register */
1920 shader_arb_get_dst_param(ins, dst, reg_dest);
1922 /* 1.0-1.4: Use destination register number as texture code.
1923 2.0+: Use provided sampler number as texure code. */
1924 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1925 reg_sampler_code = dst->reg.idx;
1926 else
1927 reg_sampler_code = ins->src[1].reg.idx;
1929 /* 1.0-1.3: Use the texcoord varying.
1930 1.4+: Use provided coordinate source register. */
1931 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1932 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1933 else {
1934 /* TEX is the only instruction that can handle DW and DZ natively */
1935 src = ins->src[0];
1936 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1937 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1938 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1941 /* projection flag:
1942 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1943 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1944 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1946 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1948 DWORD flags = 0;
1949 if (reg_sampler_code < MAX_TEXTURES)
1950 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1951 if (flags & WINED3D_PSARGS_PROJECTED)
1953 myflags |= TEX_PROJ;
1954 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1955 swizzle_coord = TRUE;
1958 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1960 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1961 if (src_mod == WINED3DSPSM_DZ)
1963 swizzle_coord = TRUE;
1964 myflags |= TEX_PROJ;
1965 } else if(src_mod == WINED3DSPSM_DW) {
1966 myflags |= TEX_PROJ;
1968 } else {
1969 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1970 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1973 if (swizzle_coord)
1975 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
1976 * reg_coord is a read-only varying register, so we need a temp reg */
1977 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1978 strcpy(reg_coord, "TA");
1981 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1984 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1986 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1987 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1988 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1989 ins->ctx->reg_maps->shader_version.minor);
1990 char dst_str[50];
1992 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1994 DWORD reg = dst->reg.idx;
1996 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1997 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1998 } else {
1999 char reg_src[40];
2001 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2002 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2003 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2007 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2009 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2010 DWORD flags = 0;
2012 DWORD reg1 = ins->dst[0].reg.idx;
2013 char dst_str[50];
2014 char src_str[50];
2016 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2017 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2018 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2019 /* Move .x first in case src_str is "TA" */
2020 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2021 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2022 if (reg1 < MAX_TEXTURES)
2024 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2025 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2027 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2030 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2032 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2034 DWORD reg1 = ins->dst[0].reg.idx;
2035 char dst_str[50];
2036 char src_str[50];
2038 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2039 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2040 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2041 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2042 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2043 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2046 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2048 DWORD reg1 = ins->dst[0].reg.idx;
2049 char dst_str[50];
2050 char src_str[50];
2052 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2053 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2054 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2055 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2058 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2060 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2061 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2062 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2063 char reg_coord[40], dst_reg[50], src_reg[50];
2064 DWORD reg_dest_code;
2066 /* All versions have a destination register. The Tx where the texture coordinates come
2067 * from is the varying incarnation of the texture register
2069 reg_dest_code = dst->reg.idx;
2070 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2071 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2072 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2074 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2075 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2077 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2078 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2080 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2081 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2082 * extension.
2084 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2085 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2086 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2087 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2089 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2090 * so we can't let the GL handle this.
2092 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2093 & WINED3D_PSARGS_PROJECTED)
2095 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2096 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2097 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2098 } else {
2099 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2102 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2104 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2106 /* No src swizzles are allowed, so this is ok */
2107 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2108 src_reg, reg_dest_code, reg_dest_code);
2109 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2113 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2115 DWORD reg = ins->dst[0].reg.idx;
2116 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2117 char src0_name[50], dst_name[50];
2118 BOOL is_color;
2119 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2121 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2122 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2123 * T<reg+1> register. Use this register to store the calculated vector
2125 tmp_reg.idx = reg + 1;
2126 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2127 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2130 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2132 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2133 DWORD flags;
2134 DWORD reg = ins->dst[0].reg.idx;
2135 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2136 char dst_str[50];
2137 char src0_name[50];
2138 char dst_reg[50];
2139 BOOL is_color;
2141 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2142 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2144 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2145 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2146 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2147 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2148 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2151 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2153 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2154 DWORD reg = ins->dst[0].reg.idx;
2155 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2156 char src0_name[50], dst_name[50];
2157 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2158 BOOL is_color;
2160 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2161 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2162 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2164 tmp_reg.idx = reg + 2 - tex_mx->current_row;
2165 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2167 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2168 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2169 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2170 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2173 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2175 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2176 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2177 DWORD flags;
2178 DWORD reg = ins->dst[0].reg.idx;
2179 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2180 char dst_str[50];
2181 char src0_name[50], dst_name[50];
2182 BOOL is_color;
2184 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2185 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2186 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2188 /* Sample the texture using the calculated coordinates */
2189 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2190 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2191 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2192 tex_mx->current_row = 0;
2195 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2197 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2198 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2199 DWORD flags;
2200 DWORD reg = ins->dst[0].reg.idx;
2201 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2202 char dst_str[50];
2203 char src0_name[50];
2204 char dst_reg[50];
2205 BOOL is_color;
2207 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2208 * components for temporary data storage
2210 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2211 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2212 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2214 /* Construct the eye-ray vector from w coordinates */
2215 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2216 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2217 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2219 /* Calculate reflection vector
2221 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2222 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2223 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2224 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2225 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2226 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2227 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2229 /* Sample the texture using the calculated coordinates */
2230 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2231 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2232 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2233 tex_mx->current_row = 0;
2236 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2238 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2239 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2240 DWORD flags;
2241 DWORD reg = ins->dst[0].reg.idx;
2242 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2243 char dst_str[50];
2244 char src0_name[50];
2245 char src1_name[50];
2246 char dst_reg[50];
2247 BOOL is_color;
2249 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2250 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2251 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2252 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2253 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2255 /* Calculate reflection vector.
2257 * dot(N, E)
2258 * dst_reg.xyz = 2 * --------- * N - E
2259 * dot(N, N)
2261 * Which normalizes the normal vector
2263 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2264 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2265 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2266 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2267 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2268 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2270 /* Sample the texture using the calculated coordinates */
2271 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2272 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2273 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2274 tex_mx->current_row = 0;
2277 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2279 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2280 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2281 char dst_name[50];
2282 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2283 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2285 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2286 * which is essentially an input, is the destination register because it is the first
2287 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2288 * here(writemasks/swizzles are not valid on texdepth)
2290 shader_arb_get_dst_param(ins, dst, dst_name);
2292 /* According to the msdn, the source register(must be r5) is unusable after
2293 * the texdepth instruction, so we're free to modify it
2295 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2297 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2298 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2299 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2301 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2302 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2303 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2304 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2307 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2308 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2309 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2310 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2312 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2313 DWORD sampler_idx = ins->dst[0].reg.idx;
2314 char src0[50];
2315 char dst_str[50];
2317 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2318 shader_addline(buffer, "MOV TB, 0.0;\n");
2319 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2321 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2322 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2325 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2326 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2327 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2329 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2330 char src0[50];
2331 char dst_str[50];
2332 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2334 /* Handle output register */
2335 shader_arb_get_dst_param(ins, dst, dst_str);
2336 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2337 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2340 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2341 * Perform the 3rd row of a 3x3 matrix multiply */
2342 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2344 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2345 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2346 char dst_str[50], dst_name[50];
2347 char src0[50];
2348 BOOL is_color;
2350 shader_arb_get_dst_param(ins, dst, dst_str);
2351 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2352 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2353 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2354 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2357 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2358 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2359 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2360 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2362 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2364 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2365 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2366 char src0[50], dst_name[50];
2367 BOOL is_color;
2368 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2369 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2371 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2372 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2373 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2375 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2376 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2377 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2379 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2380 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2381 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2382 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2385 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2386 Vertex/Pixel shaders to ARB_vertex_program codes */
2387 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2389 int i;
2390 int nComponents = 0;
2391 struct wined3d_shader_dst_param tmp_dst = {{0}};
2392 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2393 struct wined3d_shader_instruction tmp_ins;
2395 memset(&tmp_ins, 0, sizeof(tmp_ins));
2397 /* Set constants for the temporary argument */
2398 tmp_ins.ctx = ins->ctx;
2399 tmp_ins.dst_count = 1;
2400 tmp_ins.dst = &tmp_dst;
2401 tmp_ins.src_count = 2;
2402 tmp_ins.src = tmp_src;
2404 switch(ins->handler_idx)
2406 case WINED3DSIH_M4x4:
2407 nComponents = 4;
2408 tmp_ins.handler_idx = WINED3DSIH_DP4;
2409 break;
2410 case WINED3DSIH_M4x3:
2411 nComponents = 3;
2412 tmp_ins.handler_idx = WINED3DSIH_DP4;
2413 break;
2414 case WINED3DSIH_M3x4:
2415 nComponents = 4;
2416 tmp_ins.handler_idx = WINED3DSIH_DP3;
2417 break;
2418 case WINED3DSIH_M3x3:
2419 nComponents = 3;
2420 tmp_ins.handler_idx = WINED3DSIH_DP3;
2421 break;
2422 case WINED3DSIH_M3x2:
2423 nComponents = 2;
2424 tmp_ins.handler_idx = WINED3DSIH_DP3;
2425 break;
2426 default:
2427 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2428 break;
2431 tmp_dst = ins->dst[0];
2432 tmp_src[0] = ins->src[0];
2433 tmp_src[1] = ins->src[1];
2434 for (i = 0; i < nComponents; i++) {
2435 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2436 shader_hw_map2gl(&tmp_ins);
2437 ++tmp_src[1].reg.idx;
2441 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2443 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2445 char dst[50];
2446 char src[50];
2448 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2449 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2450 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2452 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2453 * .w is used
2455 strcat(src, ".w");
2458 shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2461 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2463 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2464 const char *instruction;
2466 char dst[50];
2467 char src[50];
2469 switch(ins->handler_idx)
2471 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2472 case WINED3DSIH_RCP: instruction = "RCP"; break;
2473 case WINED3DSIH_EXP: instruction = "EX2"; break;
2474 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2475 default: instruction = "";
2476 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2477 break;
2480 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2481 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2482 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2484 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2485 * .w is used
2487 strcat(src, ".w");
2490 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2493 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2495 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2496 char dst_name[50];
2497 char src_name[50];
2498 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2499 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2500 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2502 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2503 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2505 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2506 * otherwise NRM or RSQ would return NaN */
2507 if(pshader && priv->target_version >= NV3)
2509 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2511 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2513 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2514 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2515 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2517 else if(priv->target_version >= NV2)
2519 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2520 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2521 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2522 src_name);
2524 else
2526 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2528 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2529 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2530 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2532 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2533 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2535 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2536 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2537 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2538 src_name);
2542 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2544 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2545 char dst_name[50];
2546 char src_name[3][50];
2548 /* ARB_fragment_program has a convenient LRP instruction */
2549 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2550 shader_hw_map2gl(ins);
2551 return;
2554 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2555 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2556 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2557 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2559 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2560 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2561 dst_name, src_name[0], src_name[2]);
2564 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2566 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2567 * must contain fixed constants. So we need a separate function to filter those constants and
2568 * can't use map2gl
2570 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2571 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2572 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2573 char dst_name[50];
2574 char src_name0[50], src_name1[50], src_name2[50];
2575 BOOL is_color;
2577 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2578 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2579 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2580 /* No modifiers are supported on SCS */
2581 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2583 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2585 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2586 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2588 } else if(priv->target_version >= NV2) {
2589 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2591 /* Sincos writemask must be .x, .y or .xy */
2592 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2593 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2594 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2595 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2596 } else {
2597 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2598 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2600 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2601 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2603 * The constants we get are:
2605 * +1 +1, -1 -1 +1 +1 -1 -1
2606 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2607 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2609 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2611 * (x/2)^2 = x^2 / 4
2612 * (x/2)^3 = x^3 / 8
2613 * (x/2)^4 = x^4 / 16
2614 * (x/2)^5 = x^5 / 32
2615 * etc
2617 * To get the final result:
2618 * sin(x) = 2 * sin(x/2) * cos(x/2)
2619 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2620 * (from sin(x+y) and cos(x+y) rules)
2622 * As per MSDN, dst.z is undefined after the operation, and so is
2623 * dst.x and dst.y if they're masked out by the writemask. Ie
2624 * sincos dst.y, src1, c0, c1
2625 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2626 * vsa.exe also stops with an error if the dest register is the same register as the source
2627 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2628 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2630 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2631 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2632 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2634 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2635 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2636 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2637 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2638 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2639 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2641 /* sin(x/2)
2643 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2644 * properly merge that with MULs in the code above?
2645 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2646 * we can merge the sine and cosine MAD rows to calculate them together.
2648 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2649 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2650 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2651 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2653 /* cos(x/2) */
2654 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2655 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2656 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2658 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2659 /* cos x */
2660 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2661 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2663 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2664 /* sin x */
2665 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2666 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2671 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2673 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2674 char dst_name[50];
2675 char src_name[50];
2676 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2678 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2679 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2681 /* SGN is only valid in vertex shaders */
2682 if(ctx->target_version >= NV2) {
2683 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2684 return;
2687 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2688 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2690 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2691 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2692 } else {
2693 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2694 * Then use TA, and calculate the final result
2696 * Not reading from TA? Store the first result in TA to avoid overwriting the
2697 * destination if src reg = dst reg
2699 if(strstr(src_name, "TA"))
2701 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2702 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2703 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2705 else
2707 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2708 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2709 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2714 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2716 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2717 char src[50];
2718 char dst[50];
2719 char dst_name[50];
2720 BOOL is_color;
2722 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2723 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2724 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2726 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2727 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2730 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2732 *need_abs = FALSE;
2734 switch(mod)
2736 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2737 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2738 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2739 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2740 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2741 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2742 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2743 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2744 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2745 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2746 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2747 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2748 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2750 FIXME("Unknown modifier %u\n", mod);
2751 return mod;
2754 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2756 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2757 char src0[50], dst[50];
2758 struct wined3d_shader_src_param src0_copy = ins->src[0];
2759 BOOL need_abs = FALSE;
2760 const char *instr;
2762 switch(ins->handler_idx)
2764 case WINED3DSIH_LOG: instr = "LG2"; break;
2765 case WINED3DSIH_LOGP: instr = "LOG"; break;
2766 default:
2767 ERR("Unexpected instruction %d\n", ins->handler_idx);
2768 return;
2771 /* LOG and LOGP operate on the absolute value of the input */
2772 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2774 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2775 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2777 if(need_abs)
2779 shader_addline(buffer, "ABS TA, %s;\n", src0);
2780 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2782 else
2784 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2788 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2790 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2791 char src0[50], src1[50], dst[50];
2792 struct wined3d_shader_src_param src0_copy = ins->src[0];
2793 BOOL need_abs = FALSE;
2794 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2795 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2797 /* POW operates on the absolute value of the input */
2798 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2800 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2801 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2802 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2804 if (need_abs)
2805 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2806 else
2807 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2809 if (priv->target_version >= NV2)
2811 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2812 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2813 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2815 else
2817 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2818 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2820 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2821 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2822 /* Possibly add flt_eps to avoid getting float special values */
2823 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2824 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2825 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2826 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2830 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2832 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2833 char src_name[50];
2834 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2836 /* src0 is aL */
2837 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2839 if(vshader)
2841 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2842 struct list *e = list_head(&priv->control_frames);
2843 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2845 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2846 /* The constant loader makes sure to load -1 into iX.w */
2847 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2848 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2849 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2851 else
2853 shader_addline(buffer, "LOOP %s;\n", src_name);
2857 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2859 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2860 char src_name[50];
2861 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2863 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2865 /* The constant loader makes sure to load -1 into iX.w */
2866 if(vshader)
2868 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2869 struct list *e = list_head(&priv->control_frames);
2870 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2872 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2874 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2875 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2876 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2878 else
2880 shader_addline(buffer, "REP %s;\n", src_name);
2884 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2886 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2887 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2889 if(vshader)
2891 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2892 struct list *e = list_head(&priv->control_frames);
2893 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2895 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2896 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2897 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2899 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2901 else
2903 shader_addline(buffer, "ENDLOOP;\n");
2907 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2909 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2910 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2912 if(vshader)
2914 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2915 struct list *e = list_head(&priv->control_frames);
2916 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2918 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2919 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2920 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2922 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2924 else
2926 shader_addline(buffer, "ENDREP;\n");
2930 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2932 struct control_frame *control_frame;
2934 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2936 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2938 ERR("Could not find loop for break\n");
2939 return NULL;
2942 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2944 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2945 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2946 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2948 if(vshader)
2950 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2952 else
2954 shader_addline(buffer, "BRK;\n");
2958 static const char *get_compare(enum wined3d_shader_rel_op op)
2960 switch (op)
2962 case WINED3D_SHADER_REL_OP_GT: return "GT";
2963 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2964 case WINED3D_SHADER_REL_OP_GE: return "GE";
2965 case WINED3D_SHADER_REL_OP_LT: return "LT";
2966 case WINED3D_SHADER_REL_OP_NE: return "NE";
2967 case WINED3D_SHADER_REL_OP_LE: return "LE";
2968 default:
2969 FIXME("Unrecognized operator %#x.\n", op);
2970 return "(\?\?)";
2974 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
2976 switch (op)
2978 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
2979 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
2980 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
2981 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
2982 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
2983 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
2984 default:
2985 FIXME("Unrecognized operator %#x.\n", op);
2986 return -1;
2990 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2992 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2993 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2994 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2995 char src_name0[50];
2996 char src_name1[50];
2997 const char *comp = get_compare(ins->flags);
2999 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3000 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3002 if(vshader)
3004 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3005 * away the subtraction result
3007 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3008 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3010 else
3012 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3013 shader_addline(buffer, "BRK (%s.x);\n", comp);
3017 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3019 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3020 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3021 struct list *e = list_head(&priv->control_frames);
3022 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3023 const char *comp;
3024 char src_name0[50];
3025 char src_name1[50];
3026 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3028 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3029 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3031 if(vshader)
3033 /* Invert the flag. We jump to the else label if the condition is NOT true */
3034 comp = get_compare(invert_compare(ins->flags));
3035 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3036 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3038 else
3040 comp = get_compare(ins->flags);
3041 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3042 shader_addline(buffer, "IF %s.x;\n", comp);
3046 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3048 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3049 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3050 struct list *e = list_head(&priv->control_frames);
3051 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3052 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3054 if(vshader)
3056 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3057 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3058 control_frame->had_else = TRUE;
3060 else
3062 shader_addline(buffer, "ELSE;\n");
3066 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3068 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3069 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3070 struct list *e = list_head(&priv->control_frames);
3071 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3072 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3074 if(vshader)
3076 if(control_frame->had_else)
3078 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3080 else
3082 shader_addline(buffer, "#No else branch. else is endif\n");
3083 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3086 else
3088 shader_addline(buffer, "ENDIF;\n");
3092 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3094 DWORD sampler_idx = ins->src[1].reg.idx;
3095 char reg_dest[40];
3096 char reg_src[3][40];
3097 WORD flags = TEX_DERIV;
3099 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3100 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3101 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3102 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3104 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3105 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3107 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3110 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3112 DWORD sampler_idx = ins->src[1].reg.idx;
3113 char reg_dest[40];
3114 char reg_coord[40];
3115 WORD flags = TEX_LOD;
3117 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3118 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3120 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3121 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3123 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3126 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3128 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3129 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3131 priv->in_main_func = FALSE;
3132 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3133 * subroutine, don't generate a label that will make GL complain
3135 if(priv->target_version == ARB) return;
3137 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
3140 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3141 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3142 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3143 struct wined3d_shader_buffer *buffer)
3145 unsigned int i;
3147 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3148 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3149 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3150 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3152 if (args->super.fog_src == VS_FOG_Z)
3154 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3156 else
3158 if (!reg_maps->fog)
3160 /* posFixup.x is always 1.0, so we can safely use it */
3161 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3163 else
3165 /* Clamp fogcoord */
3166 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3167 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3169 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3170 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3174 /* Clipplanes are always stored without y inversion */
3175 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3177 if (args->super.clip_enabled)
3179 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3181 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3185 else if (args->clip.boolclip.clip_texcoord)
3187 unsigned int cur_clip = 0;
3188 char component[4] = {'x', 'y', 'z', 'w'};
3189 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3191 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3193 if (args->clip.boolclip.clipplane_mask & (1 << i))
3195 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3196 component[cur_clip++], i);
3199 switch (cur_clip)
3201 case 0:
3202 shader_addline(buffer, "MOV TA, %s;\n", zero);
3203 break;
3204 case 1:
3205 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3206 break;
3207 case 2:
3208 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3209 break;
3210 case 3:
3211 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3212 break;
3214 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3215 args->clip.boolclip.clip_texcoord - 1);
3218 /* Write the final position.
3220 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3221 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3222 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3223 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3225 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3226 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3227 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3229 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3230 * and the glsl equivalent
3232 if (need_helper_const(shader_data, reg_maps, gl_info))
3234 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3235 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3237 else
3239 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3240 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3243 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3245 priv_ctx->footer_written = TRUE;
3248 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3250 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3251 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3252 const struct wined3d_shader *shader = ins->ctx->shader;
3253 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3255 if(priv->target_version == ARB) return;
3257 if(vshader)
3259 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3260 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3263 shader_addline(buffer, "RET;\n");
3266 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3268 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3269 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3272 /* GL locking is done by the caller */
3273 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3275 GLuint program_id = 0;
3276 GLint pos;
3278 const char *blt_vprogram =
3279 "!!ARBvp1.0\n"
3280 "PARAM c[1] = { { 1, 0.5 } };\n"
3281 "MOV result.position, vertex.position;\n"
3282 "MOV result.color, c[0].x;\n"
3283 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3284 "END\n";
3286 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3287 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3288 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3289 strlen(blt_vprogram), blt_vprogram));
3290 checkGLcall("glProgramStringARB()");
3292 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3293 if (pos != -1)
3295 FIXME("Vertex program error at position %d: %s\n\n", pos,
3296 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3297 shader_arb_dump_program_source(blt_vprogram);
3299 else
3301 GLint native;
3303 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3304 checkGLcall("glGetProgramivARB()");
3305 if (!native) WARN("Program exceeds native resource limits.\n");
3308 return program_id;
3311 /* GL locking is done by the caller */
3312 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3313 enum tex_types tex_type, BOOL masked)
3315 GLuint program_id = 0;
3316 const char *fprogram;
3317 GLint pos;
3319 static const char * const blt_fprograms_full[tex_type_count] =
3321 /* tex_1d */
3322 NULL,
3323 /* tex_2d */
3324 "!!ARBfp1.0\n"
3325 "TEMP R0;\n"
3326 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3327 "MOV result.depth.z, R0.x;\n"
3328 "END\n",
3329 /* tex_3d */
3330 NULL,
3331 /* tex_cube */
3332 "!!ARBfp1.0\n"
3333 "TEMP R0;\n"
3334 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3335 "MOV result.depth.z, R0.x;\n"
3336 "END\n",
3337 /* tex_rect */
3338 "!!ARBfp1.0\n"
3339 "TEMP R0;\n"
3340 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3341 "MOV result.depth.z, R0.x;\n"
3342 "END\n",
3345 static const char * const blt_fprograms_masked[tex_type_count] =
3347 /* tex_1d */
3348 NULL,
3349 /* tex_2d */
3350 "!!ARBfp1.0\n"
3351 "PARAM mask = program.local[0];\n"
3352 "TEMP R0;\n"
3353 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3354 "MUL R0.x, R0.x, R0.y;\n"
3355 "KIL -R0.x;\n"
3356 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3357 "MOV result.depth.z, R0.x;\n"
3358 "END\n",
3359 /* tex_3d */
3360 NULL,
3361 /* tex_cube */
3362 "!!ARBfp1.0\n"
3363 "PARAM mask = program.local[0];\n"
3364 "TEMP R0;\n"
3365 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3366 "MUL R0.x, R0.x, R0.y;\n"
3367 "KIL -R0.x;\n"
3368 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3369 "MOV result.depth.z, R0.x;\n"
3370 "END\n",
3371 /* tex_rect */
3372 "!!ARBfp1.0\n"
3373 "PARAM mask = program.local[0];\n"
3374 "TEMP R0;\n"
3375 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3376 "MUL R0.x, R0.x, R0.y;\n"
3377 "KIL -R0.x;\n"
3378 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3379 "MOV result.depth.z, R0.x;\n"
3380 "END\n",
3383 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3384 if (!fprogram)
3386 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3387 tex_type = tex_2d;
3388 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3391 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3392 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3393 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3394 checkGLcall("glProgramStringARB()");
3396 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3397 if (pos != -1)
3399 FIXME("Fragment program error at position %d: %s\n\n", pos,
3400 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3401 shader_arb_dump_program_source(fprogram);
3403 else
3405 GLint native;
3407 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3408 checkGLcall("glGetProgramivARB()");
3409 if (!native) WARN("Program exceeds native resource limits.\n");
3412 return program_id;
3415 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3416 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3418 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3420 if(condcode)
3422 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3423 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3424 /* Calculate the > 0.0031308 case */
3425 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3426 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3427 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3428 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3429 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3430 /* Calculate the < case */
3431 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3433 else
3435 /* Calculate the > 0.0031308 case */
3436 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3437 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3438 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3439 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3440 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3441 /* Calculate the < case */
3442 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3443 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3444 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3445 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3446 /* Store the components > 0.0031308 in the destination */
3447 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3448 /* Add the components that are < 0.0031308 */
3449 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3450 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3451 * result.color writes(.rgb first, then .a), or handle overwriting already written
3452 * components. The assembler uses a temporary register in this case, which is usually
3453 * not allocated from one of our registers that were used earlier.
3456 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3459 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3461 const struct wined3d_shader_lconst *constant;
3463 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3465 if (constant->idx == idx)
3467 return constant->value;
3470 return NULL;
3473 static void init_ps_input(const struct wined3d_shader *shader,
3474 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3476 static const char * const texcoords[8] =
3478 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3479 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3481 unsigned int i;
3482 const struct wined3d_shader_signature_element *sig = shader->input_signature;
3483 const char *semantic_name;
3484 DWORD semantic_idx;
3486 switch(args->super.vp_mode)
3488 case pretransformed:
3489 case fixedfunction:
3490 /* The pixelshader has to collect the varyings on its own. In any case properly load
3491 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3492 * other attribs to 0.0.
3494 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3495 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3496 * load the texcoord attrib pointers to match the pixel shader signature
3498 for(i = 0; i < MAX_REG_INPUT; i++)
3500 semantic_name = sig[i].semantic_name;
3501 semantic_idx = sig[i].semantic_idx;
3502 if (!semantic_name) continue;
3504 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3506 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3507 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3508 else priv->ps_input[i] = "0.0";
3510 else if(args->super.vp_mode == fixedfunction)
3512 priv->ps_input[i] = "0.0";
3514 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3516 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3517 else priv->ps_input[i] = "0.0";
3519 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3521 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3522 else priv->ps_input[i] = "0.0";
3524 else
3526 priv->ps_input[i] = "0.0";
3529 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3531 break;
3533 case vertexshader:
3534 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3535 * fragment.color
3537 for(i = 0; i < 8; i++)
3539 priv->ps_input[i] = texcoords[i];
3541 priv->ps_input[8] = "fragment.color.primary";
3542 priv->ps_input[9] = "fragment.color.secondary";
3543 break;
3547 /* GL locking is done by the caller */
3548 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3549 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3550 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3552 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3553 const struct wined3d_shader_lconst *lconst;
3554 const DWORD *function = shader->function;
3555 GLuint retval;
3556 char fragcolor[16];
3557 DWORD *lconst_map = local_const_mapping(shader), next_local;
3558 struct shader_arb_ctx_priv priv_ctx;
3559 BOOL dcl_td = FALSE;
3560 BOOL want_nv_prog = FALSE;
3561 struct arb_pshader_private *shader_priv = shader->backend_data;
3562 GLint errPos;
3563 DWORD map;
3565 char srgbtmp[4][4];
3566 unsigned int i, found = 0;
3568 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3570 if (!(map & 1)
3571 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3572 || (reg_maps->shader_version.major < 2 && !i))
3573 continue;
3575 sprintf(srgbtmp[found], "R%u", i);
3576 ++found;
3577 if (found == 4) break;
3580 switch(found) {
3581 case 0:
3582 sprintf(srgbtmp[0], "TA");
3583 sprintf(srgbtmp[1], "TB");
3584 sprintf(srgbtmp[2], "TC");
3585 sprintf(srgbtmp[3], "TD");
3586 dcl_td = TRUE;
3587 break;
3588 case 1:
3589 sprintf(srgbtmp[1], "TA");
3590 sprintf(srgbtmp[2], "TB");
3591 sprintf(srgbtmp[3], "TC");
3592 break;
3593 case 2:
3594 sprintf(srgbtmp[2], "TA");
3595 sprintf(srgbtmp[3], "TB");
3596 break;
3597 case 3:
3598 sprintf(srgbtmp[3], "TA");
3599 break;
3600 case 4:
3601 break;
3604 /* Create the hw ARB shader */
3605 memset(&priv_ctx, 0, sizeof(priv_ctx));
3606 priv_ctx.cur_ps_args = args;
3607 priv_ctx.compiled_fprog = compiled;
3608 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3609 init_ps_input(shader, args, &priv_ctx);
3610 list_init(&priv_ctx.control_frames);
3612 /* Avoid enabling NV_fragment_program* if we do not need it.
3614 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3615 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3616 * is faster than what we gain from using higher native instructions. There are some things though
3617 * that cannot be emulated. In that case enable the extensions.
3618 * If the extension is enabled, instruction handlers that support both ways will use it.
3620 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3621 * So enable the best we can get.
3623 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3624 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3626 want_nv_prog = TRUE;
3629 shader_addline(buffer, "!!ARBfp1.0\n");
3630 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3632 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3633 priv_ctx.target_version = NV3;
3635 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3637 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3638 priv_ctx.target_version = NV2;
3639 } else {
3640 if(want_nv_prog)
3642 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3643 * limits properly
3645 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3646 ERR("Try GLSL\n");
3648 priv_ctx.target_version = ARB;
3651 if (reg_maps->rt_mask > 1)
3653 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3656 if (reg_maps->shader_version.major < 3)
3658 switch(args->super.fog) {
3659 case FOG_OFF:
3660 break;
3661 case FOG_LINEAR:
3662 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3663 break;
3664 case FOG_EXP:
3665 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3666 break;
3667 case FOG_EXP2:
3668 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3669 break;
3673 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3674 * unused temps away(but occupies them for the whole shader if they're used once). Always
3675 * declaring them avoids tricky bookkeeping work
3677 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3678 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3679 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3680 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3681 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3682 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3683 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3685 if (reg_maps->shader_version.major < 2)
3687 strcpy(fragcolor, "R0");
3689 else
3691 if (args->super.srgb_correction)
3693 if (shader->u.ps.color0_mov)
3695 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3697 else
3699 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3700 strcpy(fragcolor, "TMP_COLOR");
3702 } else {
3703 strcpy(fragcolor, "result.color");
3707 if(args->super.srgb_correction) {
3708 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3709 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3710 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3711 srgb_sub_high, 0.0, 0.0, 0.0);
3714 /* Base Declarations */
3715 next_local = shader_generate_arb_declarations(shader, reg_maps,
3716 buffer, gl_info, lconst_map, NULL, &priv_ctx);
3718 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3720 unsigned char bump_const;
3722 if (!(map & 1)) continue;
3724 bump_const = compiled->numbumpenvmatconsts;
3725 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3726 compiled->bumpenvmatconst[bump_const].texunit = i;
3727 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3728 compiled->luminanceconst[bump_const].texunit = i;
3730 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3731 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3732 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3733 * textures due to conditional NP2 restrictions)
3735 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3736 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3737 * their location is shader dependent anyway and they cannot be loaded globally.
3739 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3740 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3741 i, compiled->bumpenvmatconst[bump_const].const_num);
3742 compiled->numbumpenvmatconsts = bump_const + 1;
3744 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3746 compiled->luminanceconst[bump_const].const_num = next_local++;
3747 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3748 i, compiled->luminanceconst[bump_const].const_num);
3751 for(i = 0; i < MAX_CONST_I; i++)
3753 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3754 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3756 const DWORD *control_values = find_loop_control_values(shader, i);
3758 if(control_values)
3760 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3761 control_values[0], control_values[1], control_values[2]);
3763 else
3765 compiled->int_consts[i] = next_local;
3766 compiled->num_int_consts++;
3767 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3772 if(reg_maps->vpos || reg_maps->usesdsy)
3774 compiled->ycorrection = next_local;
3775 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3777 if(reg_maps->vpos)
3779 shader_addline(buffer, "TEMP vpos;\n");
3780 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3781 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3782 * ycorrection.z: 1.0
3783 * ycorrection.w: 0.0
3785 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3786 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3789 else
3791 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3794 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3795 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3796 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3797 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3798 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3799 * shader compilation errors and the subsequent errors when drawing with this shader. */
3800 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3801 unsigned char cur_fixup_sampler = 0;
3803 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3804 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3805 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3807 fixup->offset = next_local;
3808 fixup->super.active = 0;
3810 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3811 if (!(map & (1 << i))) continue;
3813 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3814 fixup->super.active |= (1 << i);
3815 fixup->super.idx[i] = cur_fixup_sampler++;
3816 } else {
3817 FIXME("No free constant found to load NP2 fixup data into shader. "
3818 "Sampling from this texture will probably look wrong.\n");
3819 break;
3823 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3824 if (fixup->super.num_consts) {
3825 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3826 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3830 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3832 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3835 /* Base Shader Body */
3836 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3838 if(args->super.srgb_correction) {
3839 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3840 priv_ctx.target_version >= NV2);
3843 if(strcmp(fragcolor, "result.color")) {
3844 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3846 shader_addline(buffer, "END\n");
3848 /* TODO: change to resource.glObjectHandle or something like that */
3849 GL_EXTCALL(glGenProgramsARB(1, &retval));
3851 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3852 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3854 TRACE("Created hw pixel shader, prg=%d\n", retval);
3855 /* Create the program and check for errors */
3856 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3857 buffer->bsize, buffer->buffer));
3858 checkGLcall("glProgramStringARB()");
3860 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3861 if (errPos != -1)
3863 FIXME("HW PixelShader Error at position %d: %s\n\n",
3864 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3865 shader_arb_dump_program_source(buffer->buffer);
3866 retval = 0;
3868 else
3870 GLint native;
3872 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3873 checkGLcall("glGetProgramivARB()");
3874 if (!native) WARN("Program exceeds native resource limits.\n");
3877 /* Load immediate constants */
3878 if (lconst_map)
3880 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3882 const float *value = (const float *)lconst->value;
3883 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3884 checkGLcall("glProgramLocalParameter4fvARB");
3886 HeapFree(GetProcessHeap(), 0, lconst_map);
3889 return retval;
3892 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3894 unsigned int i;
3895 int ret;
3897 for(i = 0; i < MAX_REG_INPUT; i++)
3899 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3901 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3902 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3903 continue;
3906 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3907 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3908 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3909 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].component_type < sig2[i].component_type ? -1 : 1;
3910 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3911 if(sig1[i].mask != sig2[i].mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3913 return 0;
3916 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3918 struct wined3d_shader_signature_element *new;
3919 int i;
3920 char *name;
3922 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3923 for(i = 0; i < MAX_REG_INPUT; i++)
3925 if (!sig[i].semantic_name) continue;
3927 new[i] = sig[i];
3928 /* Clone the semantic string */
3929 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3930 strcpy(name, sig[i].semantic_name);
3931 new[i].semantic_name = name;
3933 return new;
3936 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3938 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3939 struct ps_signature *found_sig;
3941 if (entry)
3943 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3944 TRACE("Found existing signature %u\n", found_sig->idx);
3945 return found_sig->idx;
3947 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3948 found_sig->sig = clone_sig(sig);
3949 found_sig->idx = priv->ps_sig_number++;
3950 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3951 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3953 ERR("Failed to insert program entry.\n");
3955 return found_sig->idx;
3958 static void init_output_registers(const struct wined3d_shader *shader, DWORD sig_num,
3959 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3961 unsigned int i, j;
3962 static const char * const texcoords[8] =
3964 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3965 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3967 struct wined3d_device *device = shader->device;
3968 const struct wined3d_shader_signature_element *sig;
3969 const char *semantic_name;
3970 DWORD semantic_idx, reg_idx;
3972 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3973 * and varying 9 to result.color.secondary
3975 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3977 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3978 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3979 "result.color.primary", "result.color.secondary"
3982 if(sig_num == ~0)
3984 TRACE("Pixel shader uses builtin varyings\n");
3985 /* Map builtins to builtins */
3986 for(i = 0; i < 8; i++)
3988 priv_ctx->texcrd_output[i] = texcoords[i];
3990 priv_ctx->color_output[0] = "result.color.primary";
3991 priv_ctx->color_output[1] = "result.color.secondary";
3992 priv_ctx->fog_output = "TMP_FOGCOORD";
3994 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3995 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
3997 semantic_name = shader->output_signature[i].semantic_name;
3998 if (!semantic_name) continue;
4000 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4002 TRACE("o%u is TMP_OUT\n", i);
4003 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
4004 else priv_ctx->vs_output[i] = "TA";
4006 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4008 TRACE("o%u is result.pointsize\n", i);
4009 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
4010 else priv_ctx->vs_output[i] = "TA";
4012 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4014 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
4015 if (!shader->output_signature[i].semantic_idx)
4016 priv_ctx->vs_output[i] = "result.color.primary";
4017 else if (shader->output_signature[i].semantic_idx == 1)
4018 priv_ctx->vs_output[i] = "result.color.secondary";
4019 else priv_ctx->vs_output[i] = "TA";
4021 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4023 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4024 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4025 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4027 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4029 TRACE("o%u is result.fogcoord\n", i);
4030 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4031 else priv_ctx->vs_output[i] = "result.fogcoord";
4033 else
4035 priv_ctx->vs_output[i] = "TA";
4038 return;
4041 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
4042 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
4044 sig = device->stateBlock->state.pixel_shader->input_signature;
4045 TRACE("Pixel shader uses declared varyings\n");
4047 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4048 for(i = 0; i < 8; i++)
4050 priv_ctx->texcrd_output[i] = "TA";
4052 priv_ctx->color_output[0] = "TA";
4053 priv_ctx->color_output[1] = "TA";
4054 priv_ctx->fog_output = "TA";
4056 for(i = 0; i < MAX_REG_INPUT; i++)
4058 semantic_name = sig[i].semantic_name;
4059 semantic_idx = sig[i].semantic_idx;
4060 reg_idx = sig[i].register_idx;
4061 if (!semantic_name) continue;
4063 /* If a declared input register is not written by builtin arguments, don't write to it.
4064 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4066 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4067 * to TMP_OUT in any case
4069 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4071 if (semantic_idx < 8)
4072 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4074 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4076 if (semantic_idx < 2)
4077 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4079 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4081 if (!semantic_idx)
4082 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4084 else
4086 continue;
4089 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4090 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4092 compiled->need_color_unclamp = TRUE;
4096 /* Map declared to declared */
4097 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4099 /* Write unread output to TA to throw them away */
4100 priv_ctx->vs_output[i] = "TA";
4101 semantic_name = shader->output_signature[i].semantic_name;
4102 if (!semantic_name) continue;
4104 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4105 && !shader->output_signature[i].semantic_idx)
4107 priv_ctx->vs_output[i] = "TMP_OUT";
4108 continue;
4110 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4111 && !shader->output_signature[i].semantic_idx)
4113 priv_ctx->vs_output[i] = "result.pointsize";
4114 continue;
4117 for(j = 0; j < MAX_REG_INPUT; j++)
4119 if (!sig[j].semantic_name) continue;
4121 if (!strcmp(sig[j].semantic_name, semantic_name)
4122 && sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4124 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4126 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4127 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4129 compiled->need_color_unclamp = TRUE;
4136 /* GL locking is done by the caller */
4137 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4138 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4139 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4141 const struct arb_vshader_private *shader_data = shader->backend_data;
4142 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4143 const struct wined3d_shader_lconst *lconst;
4144 const DWORD *function = shader->function;
4145 GLuint ret;
4146 DWORD next_local, *lconst_map = local_const_mapping(shader);
4147 struct shader_arb_ctx_priv priv_ctx;
4148 unsigned int i;
4149 GLint errPos;
4151 memset(&priv_ctx, 0, sizeof(priv_ctx));
4152 priv_ctx.cur_vs_args = args;
4153 list_init(&priv_ctx.control_frames);
4154 init_output_registers(shader, args->ps_signature, &priv_ctx, compiled);
4156 /* Create the hw ARB shader */
4157 shader_addline(buffer, "!!ARBvp1.0\n");
4159 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4160 * mesurable performance penalty, and we can always make use of it for clipplanes.
4162 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4164 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4165 priv_ctx.target_version = NV3;
4166 shader_addline(buffer, "ADDRESS aL;\n");
4168 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4170 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4171 priv_ctx.target_version = NV2;
4172 shader_addline(buffer, "ADDRESS aL;\n");
4173 } else {
4174 priv_ctx.target_version = ARB;
4177 shader_addline(buffer, "TEMP TMP_OUT;\n");
4178 if (reg_maps->fog)
4179 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4180 if (need_helper_const(shader_data, reg_maps, gl_info))
4182 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4184 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4186 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4187 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4190 shader_addline(buffer, "TEMP TA;\n");
4191 shader_addline(buffer, "TEMP TB;\n");
4193 /* Base Declarations */
4194 next_local = shader_generate_arb_declarations(shader, reg_maps, buffer,
4195 gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4197 for(i = 0; i < MAX_CONST_I; i++)
4199 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4200 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4202 const DWORD *control_values = find_loop_control_values(shader, i);
4204 if(control_values)
4206 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4207 control_values[0], control_values[1], control_values[2]);
4209 else
4211 compiled->int_consts[i] = next_local;
4212 compiled->num_int_consts++;
4213 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4218 /* We need a constant to fixup the final position */
4219 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4220 compiled->pos_fixup = next_local++;
4222 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4223 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4224 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4225 * a replacement shader depend on the texcoord.w being set properly.
4227 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4228 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4229 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4230 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4231 * this can eat a number of instructions, so skip it unless this cap is set as well
4233 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4235 struct wined3d_device *device = shader->device;
4236 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4237 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4239 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
4241 int i;
4242 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4243 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4245 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4246 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4251 /* The shader starts with the main function */
4252 priv_ctx.in_main_func = TRUE;
4253 /* Base Shader Body */
4254 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4256 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4257 shader_data, args, reg_maps, gl_info, buffer);
4259 shader_addline(buffer, "END\n");
4261 /* TODO: change to resource.glObjectHandle or something like that */
4262 GL_EXTCALL(glGenProgramsARB(1, &ret));
4264 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4265 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4267 TRACE("Created hw vertex shader, prg=%d\n", ret);
4268 /* Create the program and check for errors */
4269 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4270 buffer->bsize, buffer->buffer));
4271 checkGLcall("glProgramStringARB()");
4273 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4274 if (errPos != -1)
4276 FIXME("HW VertexShader Error at position %d: %s\n\n",
4277 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4278 shader_arb_dump_program_source(buffer->buffer);
4279 ret = -1;
4281 else
4283 GLint native;
4285 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4286 checkGLcall("glGetProgramivARB()");
4287 if (!native) WARN("Program exceeds native resource limits.\n");
4289 /* Load immediate constants */
4290 if (lconst_map)
4292 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4294 const float *value = (const float *)lconst->value;
4295 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4299 HeapFree(GetProcessHeap(), 0, lconst_map);
4301 return ret;
4304 /* GL locking is done by the caller */
4305 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4306 const struct arb_ps_compile_args *args)
4308 struct wined3d_device *device = shader->device;
4309 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4310 UINT i;
4311 DWORD new_size;
4312 struct arb_ps_compiled_shader *new_array;
4313 struct wined3d_shader_buffer buffer;
4314 struct arb_pshader_private *shader_data;
4315 GLuint ret;
4317 if (!shader->backend_data)
4319 struct shader_arb_priv *priv = device->shader_priv;
4321 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4322 shader_data = shader->backend_data;
4323 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4325 if (shader->reg_maps.shader_version.major < 3)
4326 shader_data->input_signature_idx = ~0;
4327 else
4328 shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4330 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4332 if (!device->vs_clipping)
4333 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4334 gl_info->limits.texture_stages - 1);
4335 else
4336 shader_data->clipplane_emulation = ~0U;
4338 shader_data = shader->backend_data;
4340 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4341 * so a linear search is more performant than a hashmap or a binary search
4342 * (cache coherency etc)
4344 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4346 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4347 return &shader_data->gl_shaders[i];
4350 TRACE("No matching GL shader found, compiling a new shader\n");
4351 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4352 if (shader_data->num_gl_shaders)
4354 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4355 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4356 new_size * sizeof(*shader_data->gl_shaders));
4357 } else {
4358 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4359 new_size = 1;
4362 if(!new_array) {
4363 ERR("Out of memory\n");
4364 return 0;
4366 shader_data->gl_shaders = new_array;
4367 shader_data->shader_array_size = new_size;
4370 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4372 pixelshader_update_samplers(&shader->reg_maps, device->stateBlock->state.textures);
4374 if (!shader_buffer_init(&buffer))
4376 ERR("Failed to initialize shader buffer.\n");
4377 return 0;
4380 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4381 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4382 shader_buffer_free(&buffer);
4383 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4385 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4388 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4389 const DWORD use_map, BOOL skip_int) {
4390 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4391 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4392 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4393 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4394 if(stored->ps_signature != new->ps_signature) return FALSE;
4395 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4396 if(skip_int) return TRUE;
4398 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4401 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4402 const struct arb_vs_compile_args *args)
4404 struct wined3d_device *device = shader->device;
4405 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4406 DWORD use_map = device->strided_streams.use_map;
4407 UINT i;
4408 DWORD new_size;
4409 struct arb_vs_compiled_shader *new_array;
4410 struct wined3d_shader_buffer buffer;
4411 struct arb_vshader_private *shader_data;
4412 GLuint ret;
4414 if (!shader->backend_data)
4416 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4418 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4419 shader_data = shader->backend_data;
4421 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4422 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4424 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4426 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4427 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4428 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4430 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4431 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4432 else if (reg_maps->max_rel_offset > 63)
4433 shader_data->rel_offset = reg_maps->min_rel_offset;
4436 shader_data = shader->backend_data;
4438 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4439 * so a linear search is more performant than a hashmap or a binary search
4440 * (cache coherency etc)
4442 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4443 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4444 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4446 return &shader_data->gl_shaders[i];
4450 TRACE("No matching GL shader found, compiling a new shader\n");
4452 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4453 if (shader_data->num_gl_shaders)
4455 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4456 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4457 new_size * sizeof(*shader_data->gl_shaders));
4458 } else {
4459 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4460 new_size = 1;
4463 if(!new_array) {
4464 ERR("Out of memory\n");
4465 return 0;
4467 shader_data->gl_shaders = new_array;
4468 shader_data->shader_array_size = new_size;
4471 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4473 if (!shader_buffer_init(&buffer))
4475 ERR("Failed to initialize shader buffer.\n");
4476 return 0;
4479 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4480 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4481 shader_buffer_free(&buffer);
4482 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4484 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4487 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4488 const struct wined3d_shader *shader, struct arb_ps_compile_args *args)
4490 struct wined3d_device *device = shader->device;
4491 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4492 int i;
4493 WORD int_skip;
4495 find_ps_compile_args(state, shader, &args->super);
4497 /* This forces all local boolean constants to 1 to make them stateblock independent */
4498 args->bools = shader->reg_maps.local_bool_consts;
4500 for(i = 0; i < MAX_CONST_B; i++)
4502 if (state->ps_consts_b[i])
4503 args->bools |= ( 1 << i);
4506 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4507 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4508 * duplicate the shader than have a no-op KIL instruction in every shader
4510 if (!device->vs_clipping && use_vs(state)
4511 && state->render_states[WINED3D_RS_CLIPPING]
4512 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4513 args->clip = 1;
4514 else
4515 args->clip = 0;
4517 /* Skip if unused or local, or supported natively */
4518 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4519 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4521 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4522 return;
4525 for(i = 0; i < MAX_CONST_I; i++)
4527 if(int_skip & (1 << i))
4529 args->loop_ctrl[i][0] = 0;
4530 args->loop_ctrl[i][1] = 0;
4531 args->loop_ctrl[i][2] = 0;
4533 else
4535 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4536 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4537 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4542 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4543 const struct wined3d_shader *shader, struct arb_vs_compile_args *args)
4545 struct wined3d_device *device = shader->device;
4546 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4547 int i;
4548 WORD int_skip;
4550 find_vs_compile_args(state, shader, &args->super);
4552 args->clip.boolclip_compare = 0;
4553 if (use_ps(state))
4555 const struct wined3d_shader *ps = state->pixel_shader;
4556 const struct arb_pshader_private *shader_priv = ps->backend_data;
4557 args->ps_signature = shader_priv->input_signature_idx;
4559 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4561 else
4563 args->ps_signature = ~0;
4564 if (!device->vs_clipping && device->adapter->fragment_pipe == &arbfp_fragment_pipeline)
4566 args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4568 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4571 if (args->clip.boolclip.clip_texcoord)
4573 if (state->render_states[WINED3D_RS_CLIPPING])
4574 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4575 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4578 /* This forces all local boolean constants to 1 to make them stateblock independent */
4579 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4580 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4581 for(i = 0; i < MAX_CONST_B; i++)
4583 if (state->vs_consts_b[i])
4584 args->clip.boolclip.bools |= ( 1 << i);
4587 args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4588 args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4589 args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4590 args->vertex.samplers[3] = 0;
4592 /* Skip if unused or local */
4593 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4594 /* This is about flow control, not clipping. */
4595 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4597 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4598 return;
4601 for(i = 0; i < MAX_CONST_I; i++)
4603 if(int_skip & (1 << i))
4605 args->loop_ctrl[i][0] = 0;
4606 args->loop_ctrl[i][1] = 0;
4607 args->loop_ctrl[i][2] = 0;
4609 else
4611 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4612 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4613 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4618 /* GL locking is done by the caller */
4619 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4621 struct wined3d_device *device = context->swapchain->device;
4622 struct shader_arb_priv *priv = device->shader_priv;
4623 const struct wined3d_gl_info *gl_info = context->gl_info;
4624 const struct wined3d_state *state = &device->stateBlock->state;
4625 int i;
4627 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4628 if (usePS)
4630 struct wined3d_shader *ps = state->pixel_shader;
4631 struct arb_ps_compile_args compile_args;
4632 struct arb_ps_compiled_shader *compiled;
4634 TRACE("Using pixel shader %p.\n", ps);
4635 find_arb_ps_compile_args(state, ps, &compile_args);
4636 compiled = find_arb_pshader(ps, &compile_args);
4637 priv->current_fprogram_id = compiled->prgId;
4638 priv->compiled_fprog = compiled;
4640 /* Bind the fragment program */
4641 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4642 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4644 if(!priv->use_arbfp_fixed_func) {
4645 /* Enable OpenGL fragment programs */
4646 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4647 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4649 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
4650 device, priv->current_fprogram_id);
4652 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4653 * a 1.x and newer shader, reload the first 8 constants
4655 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4657 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4658 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4659 for(i = 0; i < 8; i++)
4661 priv->pshader_const_dirty[i] = 1;
4663 /* Also takes care of loading local constants */
4664 shader_arb_load_constants(context, TRUE, FALSE);
4666 else
4668 UINT rt_height = state->fb->render_targets[0]->resource.height;
4669 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4672 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4673 if (compiled->np2fixup_info.super.active)
4674 shader_arb_load_np2fixup_constants(priv, gl_info, state);
4676 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4678 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4679 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4680 * replacement shader
4682 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4683 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4684 priv->current_fprogram_id = 0;
4687 if (useVS)
4689 struct wined3d_shader *vs = state->vertex_shader;
4690 struct arb_vs_compile_args compile_args;
4691 struct arb_vs_compiled_shader *compiled;
4693 TRACE("Using vertex shader %p\n", vs);
4694 find_arb_vs_compile_args(state, vs, &compile_args);
4695 compiled = find_arb_vshader(vs, &compile_args);
4696 priv->current_vprogram_id = compiled->prgId;
4697 priv->compiled_vprog = compiled;
4699 /* Bind the vertex program */
4700 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4701 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4703 /* Enable OpenGL vertex programs */
4704 glEnable(GL_VERTEX_PROGRAM_ARB);
4705 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4706 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", device, priv->current_vprogram_id);
4707 shader_arb_vs_local_constants(compiled, context, state);
4709 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4710 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4712 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4714 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4715 checkGLcall("glClampColorARB");
4716 } else {
4717 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4721 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4723 priv->current_vprogram_id = 0;
4724 glDisable(GL_VERTEX_PROGRAM_ARB);
4725 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4729 /* GL locking is done by the caller */
4730 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4731 enum tex_types tex_type, const SIZE *ds_mask_size)
4733 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4734 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4735 struct shader_arb_priv *priv = shader_priv;
4736 GLuint *blt_fprogram;
4738 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4739 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4740 glEnable(GL_VERTEX_PROGRAM_ARB);
4742 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4743 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4744 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4745 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4746 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4749 /* GL locking is done by the caller */
4750 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4752 struct shader_arb_priv *priv = shader_priv;
4754 if (priv->current_vprogram_id) {
4755 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4756 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4758 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4760 else
4762 glDisable(GL_VERTEX_PROGRAM_ARB);
4763 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4766 if (priv->current_fprogram_id) {
4767 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4768 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4770 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4772 else if(!priv->use_arbfp_fixed_func)
4774 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4775 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4779 static void shader_arb_destroy(struct wined3d_shader *shader)
4781 struct wined3d_device *device = shader->device;
4782 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4784 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4786 struct arb_pshader_private *shader_data = shader->backend_data;
4787 UINT i;
4789 if(!shader_data) return; /* This can happen if a shader was never compiled */
4791 if (shader_data->num_gl_shaders)
4793 struct wined3d_context *context = context_acquire(device, NULL);
4795 ENTER_GL();
4796 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4798 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4799 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4801 LEAVE_GL();
4803 context_release(context);
4806 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4807 HeapFree(GetProcessHeap(), 0, shader_data);
4808 shader->backend_data = NULL;
4810 else
4812 struct arb_vshader_private *shader_data = shader->backend_data;
4813 UINT i;
4815 if(!shader_data) return; /* This can happen if a shader was never compiled */
4817 if (shader_data->num_gl_shaders)
4819 struct wined3d_context *context = context_acquire(device, NULL);
4821 ENTER_GL();
4822 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4824 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4825 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4827 LEAVE_GL();
4829 context_release(context);
4832 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4833 HeapFree(GetProcessHeap(), 0, shader_data);
4834 shader->backend_data = NULL;
4838 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4840 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4841 return compare_sig(key, e->sig);
4844 static const struct wine_rb_functions sig_tree_functions =
4846 wined3d_rb_alloc,
4847 wined3d_rb_realloc,
4848 wined3d_rb_free,
4849 sig_tree_compare
4852 static HRESULT shader_arb_alloc(struct wined3d_device *device)
4854 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4856 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4857 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4858 if (!priv->vshader_const_dirty)
4859 goto fail;
4860 memset(priv->vshader_const_dirty, 1,
4861 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4863 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4864 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4865 if (!priv->pshader_const_dirty)
4866 goto fail;
4867 memset(priv->pshader_const_dirty, 1,
4868 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4870 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4872 ERR("RB tree init failed\n");
4873 goto fail;
4875 device->shader_priv = priv;
4876 return WINED3D_OK;
4878 fail:
4879 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4880 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4881 HeapFree(GetProcessHeap(), 0, priv);
4882 return E_OUTOFMEMORY;
4885 static void release_signature(struct wine_rb_entry *entry, void *context)
4887 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4888 int i;
4889 for(i = 0; i < MAX_REG_INPUT; i++)
4891 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4893 HeapFree(GetProcessHeap(), 0, sig->sig);
4894 HeapFree(GetProcessHeap(), 0, sig);
4897 /* Context activation is done by the caller. */
4898 static void shader_arb_free(struct wined3d_device *device)
4900 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4901 struct shader_arb_priv *priv = device->shader_priv;
4902 int i;
4904 ENTER_GL();
4905 if(priv->depth_blt_vprogram_id) {
4906 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4908 for (i = 0; i < tex_type_count; ++i)
4910 if (priv->depth_blt_fprogram_id_full[i])
4912 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4914 if (priv->depth_blt_fprogram_id_masked[i])
4916 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4919 LEAVE_GL();
4921 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4922 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4923 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4924 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4927 static void shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context)
4929 struct shader_arb_priv *priv = shader_priv;
4931 if (priv->last_context == context)
4932 priv->last_context = NULL;
4935 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4937 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4939 DWORD vs_consts;
4941 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4942 * for vertex programs. If the native limit is less than that it's
4943 * not very useful, and e.g. Mesa swrast returns 0, probably to
4944 * indicate it's a software implementation. */
4945 if (gl_info->limits.arb_vs_native_constants < 96)
4946 vs_consts = gl_info->limits.arb_vs_float_constants;
4947 else
4948 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4950 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4952 caps->VertexShaderVersion = 3;
4953 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4955 else if (vs_consts >= 256)
4957 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4958 caps->VertexShaderVersion = 2;
4959 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4961 else
4963 caps->VertexShaderVersion = 1;
4964 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4966 caps->MaxVertexShaderConst = vs_consts;
4968 else
4970 caps->VertexShaderVersion = 0;
4971 caps->MaxVertexShaderConst = 0;
4974 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4976 DWORD ps_consts;
4978 /* Similar as above for vertex programs, but the minimum for fragment
4979 * programs is 24. */
4980 if (gl_info->limits.arb_ps_native_constants < 24)
4981 ps_consts = gl_info->limits.arb_ps_float_constants;
4982 else
4983 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4985 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4987 caps->PixelShaderVersion = 3;
4988 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4990 else if (ps_consts >= 32)
4992 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4993 caps->PixelShaderVersion = 2;
4994 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4996 else
4998 caps->PixelShaderVersion = 1;
4999 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5001 caps->PixelShader1xMaxValue = 8.0f;
5002 caps->MaxPixelShaderConst = ps_consts;
5004 else
5006 caps->PixelShaderVersion = 0;
5007 caps->PixelShader1xMaxValue = 0.0f;
5008 caps->MaxPixelShaderConst = 0;
5011 caps->VSClipping = use_nv_clip(gl_info);
5014 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5016 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5018 TRACE("Checking support for color_fixup:\n");
5019 dump_color_fixup_desc(fixup);
5022 /* We support everything except complex conversions. */
5023 if (!is_complex_fixup(fixup))
5025 TRACE("[OK]\n");
5026 return TRUE;
5029 TRACE("[FAILED]\n");
5030 return FALSE;
5033 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5034 DWORD shift;
5035 char write_mask[20], regstr[50];
5036 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5037 BOOL is_color = FALSE;
5038 const struct wined3d_shader_dst_param *dst;
5040 if (!ins->dst_count) return;
5042 dst = &ins->dst[0];
5043 shift = dst->shift;
5044 if (!shift) return; /* Saturate alone is handled by the instructions */
5046 shader_arb_get_write_mask(ins, dst, write_mask);
5047 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5049 /* Generate a line that does the output modifier computation
5050 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5051 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5053 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5054 regstr, write_mask, regstr, shift_tab[shift]);
5057 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5059 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5060 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5061 /* WINED3DSIH_AND */ NULL,
5062 /* WINED3DSIH_BEM */ pshader_hw_bem,
5063 /* WINED3DSIH_BREAK */ shader_hw_break,
5064 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5065 /* WINED3DSIH_BREAKP */ NULL,
5066 /* WINED3DSIH_CALL */ shader_hw_call,
5067 /* WINED3DSIH_CALLNZ */ NULL,
5068 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5069 /* WINED3DSIH_CND */ pshader_hw_cnd,
5070 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5071 /* WINED3DSIH_CUT */ NULL,
5072 /* WINED3DSIH_DCL */ NULL,
5073 /* WINED3DSIH_DEF */ NULL,
5074 /* WINED3DSIH_DEFB */ NULL,
5075 /* WINED3DSIH_DEFI */ NULL,
5076 /* WINED3DSIH_DIV */ NULL,
5077 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5078 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5079 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5080 /* WINED3DSIH_DST */ shader_hw_map2gl,
5081 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5082 /* WINED3DSIH_DSY */ shader_hw_dsy,
5083 /* WINED3DSIH_ELSE */ shader_hw_else,
5084 /* WINED3DSIH_EMIT */ NULL,
5085 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5086 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5087 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5088 /* WINED3DSIH_EQ */ NULL,
5089 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5090 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5091 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5092 /* WINED3DSIH_FTOI */ NULL,
5093 /* WINED3DSIH_GE */ NULL,
5094 /* WINED3DSIH_IADD */ NULL,
5095 /* WINED3DSIH_IEQ */ NULL,
5096 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5097 /* WINED3DSIH_IFC */ shader_hw_ifc,
5098 /* WINED3DSIH_IGE */ NULL,
5099 /* WINED3DSIH_IMUL */ NULL,
5100 /* WINED3DSIH_ITOF */ NULL,
5101 /* WINED3DSIH_LABEL */ shader_hw_label,
5102 /* WINED3DSIH_LD */ NULL,
5103 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5104 /* WINED3DSIH_LOG */ shader_hw_log,
5105 /* WINED3DSIH_LOGP */ shader_hw_log,
5106 /* WINED3DSIH_LOOP */ shader_hw_loop,
5107 /* WINED3DSIH_LRP */ shader_hw_lrp,
5108 /* WINED3DSIH_LT */ NULL,
5109 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5110 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5111 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5112 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5113 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5114 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5115 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5116 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5117 /* WINED3DSIH_MOV */ shader_hw_mov,
5118 /* WINED3DSIH_MOVA */ shader_hw_mov,
5119 /* WINED3DSIH_MOVC */ NULL,
5120 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5121 /* WINED3DSIH_NOP */ shader_hw_nop,
5122 /* WINED3DSIH_NRM */ shader_hw_nrm,
5123 /* WINED3DSIH_PHASE */ NULL,
5124 /* WINED3DSIH_POW */ shader_hw_pow,
5125 /* WINED3DSIH_RCP */ shader_hw_rcp,
5126 /* WINED3DSIH_REP */ shader_hw_rep,
5127 /* WINED3DSIH_RET */ shader_hw_ret,
5128 /* WINED3DSIH_ROUND_NI */ NULL,
5129 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5130 /* WINED3DSIH_SAMPLE */ NULL,
5131 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5132 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5133 /* WINED3DSIH_SETP */ NULL,
5134 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5135 /* WINED3DSIH_SGN */ shader_hw_sgn,
5136 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5137 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5138 /* WINED3DSIH_SQRT */ NULL,
5139 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5140 /* WINED3DSIH_TEX */ pshader_hw_tex,
5141 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5142 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5143 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5144 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5145 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5146 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5147 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5148 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5149 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5150 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5151 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5152 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5153 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5154 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5155 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5156 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5157 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5158 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5159 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5160 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5161 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5162 /* WINED3DSIH_UDIV */ NULL,
5163 /* WINED3DSIH_USHR */ NULL,
5164 /* WINED3DSIH_UTOF */ NULL,
5165 /* WINED3DSIH_XOR */ NULL,
5168 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5169 const struct wined3d_shader *shader, DWORD idx)
5171 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5172 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5173 const struct wined3d_shader_lconst *constant;
5174 WORD bools = 0;
5175 WORD flag = (1 << idx);
5176 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5178 if (reg_maps->local_bool_consts & flag)
5180 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5181 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5183 if (constant->idx == idx)
5185 return constant->value[0];
5188 ERR("Local constant not found\n");
5189 return FALSE;
5191 else
5193 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5194 else bools = priv->cur_ps_args->bools;
5195 return bools & flag;
5199 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5200 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5202 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5203 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5205 /* Integer constants can either be a local constant, or they can be stored in the shader
5206 * type specific compile args. */
5207 if (reg_maps->local_int_consts & (1 << idx))
5209 const struct wined3d_shader_lconst *constant;
5211 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5213 if (constant->idx == idx)
5215 loop_control->count = constant->value[0];
5216 loop_control->start = constant->value[1];
5217 /* Step is signed. */
5218 loop_control->step = (int)constant->value[2];
5219 return;
5222 /* If this happens the flag was set incorrectly */
5223 ERR("Local constant not found\n");
5224 loop_control->count = 0;
5225 loop_control->start = 0;
5226 loop_control->step = 0;
5227 return;
5230 switch (reg_maps->shader_version.type)
5232 case WINED3D_SHADER_TYPE_VERTEX:
5233 /* Count and aL start value are unsigned */
5234 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5235 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5236 /* Step is signed. */
5237 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5238 break;
5240 case WINED3D_SHADER_TYPE_PIXEL:
5241 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5242 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5243 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5244 break;
5246 default:
5247 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5248 break;
5252 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5254 unsigned int i;
5255 struct wined3d_shader_dst_param *dst_param = NULL;
5256 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5257 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5258 if(!rec)
5260 ERR("Out of memory\n");
5261 return;
5264 rec->ins = *ins;
5265 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5266 if(!dst_param) goto free;
5267 *dst_param = *ins->dst;
5268 if(ins->dst->reg.rel_addr)
5270 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
5271 if(!rel_addr) goto free;
5272 *rel_addr = *ins->dst->reg.rel_addr;
5273 dst_param->reg.rel_addr = rel_addr;
5275 rec->ins.dst = dst_param;
5277 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5278 if(!src_param) goto free;
5279 for(i = 0; i < ins->src_count; i++)
5281 src_param[i] = ins->src[i];
5282 if(ins->src[i].reg.rel_addr)
5284 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5285 if(!rel_addr) goto free;
5286 *rel_addr = *ins->src[i].reg.rel_addr;
5287 src_param[i].reg.rel_addr = rel_addr;
5290 rec->ins.src = src_param;
5291 list_add_tail(list, &rec->entry);
5292 return;
5294 free:
5295 ERR("Out of memory\n");
5296 if(dst_param)
5298 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
5299 HeapFree(GetProcessHeap(), 0, dst_param);
5301 if(src_param)
5303 for(i = 0; i < ins->src_count; i++)
5305 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
5307 HeapFree(GetProcessHeap(), 0, src_param);
5309 HeapFree(GetProcessHeap(), 0, rec);
5312 static void free_recorded_instruction(struct list *list)
5314 struct recorded_instruction *rec_ins, *entry2;
5315 unsigned int i;
5317 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5319 list_remove(&rec_ins->entry);
5320 if(rec_ins->ins.dst)
5322 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
5323 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
5325 if(rec_ins->ins.src)
5327 for(i = 0; i < rec_ins->ins.src_count; i++)
5329 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
5331 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
5333 HeapFree(GetProcessHeap(), 0, rec_ins);
5337 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5338 SHADER_HANDLER hw_fct;
5339 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5340 const struct wined3d_shader *shader = ins->ctx->shader;
5341 struct control_frame *control_frame;
5342 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5343 BOOL bool_const;
5345 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5347 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5348 list_add_head(&priv->control_frames, &control_frame->entry);
5350 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5351 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5353 if(priv->target_version >= NV2)
5355 control_frame->no.loop = priv->num_loops++;
5356 priv->loop_depth++;
5358 else
5360 /* Don't bother recording when we're in a not used if branch */
5361 if(priv->muted)
5363 return;
5366 if(!priv->recording)
5368 list_init(&priv->record);
5369 priv->recording = TRUE;
5370 control_frame->outer_loop = TRUE;
5371 get_loop_control_const(ins, shader, ins->src[0].reg.idx, &control_frame->loop_control);
5372 return; /* Instruction is handled */
5374 /* Record this loop in the outer loop's recording */
5377 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5379 if(priv->target_version >= NV2)
5381 /* Nothing to do. The control frame is popped after the HW instr handler */
5383 else
5385 struct list *e = list_head(&priv->control_frames);
5386 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5387 list_remove(&control_frame->entry);
5389 if(control_frame->outer_loop)
5391 unsigned int iteration;
5392 int aL = 0;
5393 struct list copy;
5395 /* Turn off recording before playback */
5396 priv->recording = FALSE;
5398 /* Move the recorded instructions to a separate list and get them out of the private data
5399 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5400 * be recorded again, thus priv->record might be overwritten
5402 list_init(&copy);
5403 list_move_tail(&copy, &priv->record);
5404 list_init(&priv->record);
5406 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5408 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5409 control_frame->loop_control.count, control_frame->loop_control.start,
5410 control_frame->loop_control.step);
5411 aL = control_frame->loop_control.start;
5413 else
5415 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5418 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5420 struct recorded_instruction *rec_ins;
5421 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5423 priv->aL = aL;
5424 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5426 else
5428 shader_addline(buffer, "#Iteration %u\n", iteration);
5431 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5433 shader_arb_handle_instruction(&rec_ins->ins);
5436 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5438 aL += control_frame->loop_control.step;
5441 shader_addline(buffer, "#end loop/rep\n");
5443 free_recorded_instruction(&copy);
5444 HeapFree(GetProcessHeap(), 0, control_frame);
5445 return; /* Instruction is handled */
5447 else
5449 /* This is a nested loop. Proceed to the normal recording function */
5450 HeapFree(GetProcessHeap(), 0, control_frame);
5455 if(priv->recording)
5457 record_instruction(&priv->record, ins);
5458 return;
5461 /* boolean if */
5462 if(ins->handler_idx == WINED3DSIH_IF)
5464 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5465 list_add_head(&priv->control_frames, &control_frame->entry);
5466 control_frame->type = IF;
5468 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx);
5469 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5470 if (!priv->muted && !bool_const)
5472 shader_addline(buffer, "#if(FALSE){\n");
5473 priv->muted = TRUE;
5474 control_frame->muting = TRUE;
5476 else shader_addline(buffer, "#if(TRUE) {\n");
5478 return; /* Instruction is handled */
5480 else if(ins->handler_idx == WINED3DSIH_IFC)
5482 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5483 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5484 control_frame->type = IFC;
5485 control_frame->no.ifc = priv->num_ifcs++;
5486 list_add_head(&priv->control_frames, &control_frame->entry);
5488 else if(ins->handler_idx == WINED3DSIH_ELSE)
5490 struct list *e = list_head(&priv->control_frames);
5491 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5493 if(control_frame->type == IF)
5495 shader_addline(buffer, "#} else {\n");
5496 if(!priv->muted && !control_frame->muting)
5498 priv->muted = TRUE;
5499 control_frame->muting = TRUE;
5501 else if(control_frame->muting) priv->muted = FALSE;
5502 return; /* Instruction is handled. */
5504 /* In case of an ifc, generate a HW shader instruction */
5506 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5508 struct list *e = list_head(&priv->control_frames);
5509 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5511 if(control_frame->type == IF)
5513 shader_addline(buffer, "#} endif\n");
5514 if(control_frame->muting) priv->muted = FALSE;
5515 list_remove(&control_frame->entry);
5516 HeapFree(GetProcessHeap(), 0, control_frame);
5517 return; /* Instruction is handled */
5521 if(priv->muted) return;
5523 /* Select handler */
5524 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5526 /* Unhandled opcode */
5527 if (!hw_fct)
5529 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5530 return;
5532 hw_fct(ins);
5534 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5536 struct list *e = list_head(&priv->control_frames);
5537 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5538 list_remove(&control_frame->entry);
5539 HeapFree(GetProcessHeap(), 0, control_frame);
5540 priv->loop_depth--;
5542 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5544 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5545 struct list *e = list_head(&priv->control_frames);
5546 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5547 list_remove(&control_frame->entry);
5548 HeapFree(GetProcessHeap(), 0, control_frame);
5552 shader_arb_add_instruction_modifiers(ins);
5555 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5557 shader_arb_handle_instruction,
5558 shader_arb_select,
5559 shader_arb_select_depth_blt,
5560 shader_arb_deselect_depth_blt,
5561 shader_arb_update_float_vertex_constants,
5562 shader_arb_update_float_pixel_constants,
5563 shader_arb_load_constants,
5564 shader_arb_load_np2fixup_constants,
5565 shader_arb_destroy,
5566 shader_arb_alloc,
5567 shader_arb_free,
5568 shader_arb_context_destroyed,
5569 shader_arb_get_caps,
5570 shader_arb_color_fixup_supported,
5573 /* ARB_fragment_program fixed function pipeline replacement definitions */
5574 #define ARB_FFP_CONST_TFACTOR 0
5575 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5576 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5577 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5578 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5580 struct arbfp_ffp_desc
5582 struct ffp_frag_desc parent;
5583 GLuint shader;
5584 unsigned int num_textures_used;
5587 /* Context activation and GL locking are done by the caller. */
5588 static void arbfp_enable(BOOL enable)
5590 if(enable) {
5591 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5592 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5593 } else {
5594 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5595 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5599 static HRESULT arbfp_alloc(struct wined3d_device *device)
5601 struct shader_arb_priv *priv;
5602 /* Share private data between the shader backend and the pipeline replacement, if both
5603 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5604 * if no pixel shader is bound or not
5606 if (device->shader_backend == &arb_program_shader_backend)
5608 device->fragment_priv = device->shader_priv;
5610 else
5612 device->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5613 if (!device->fragment_priv) return E_OUTOFMEMORY;
5615 priv = device->fragment_priv;
5616 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5618 ERR("Failed to initialize rbtree.\n");
5619 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5620 return E_OUTOFMEMORY;
5622 priv->use_arbfp_fixed_func = TRUE;
5623 return WINED3D_OK;
5626 /* Context activation is done by the caller. */
5627 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5629 const struct wined3d_gl_info *gl_info = context;
5630 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5632 ENTER_GL();
5633 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5634 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5635 HeapFree(GetProcessHeap(), 0, entry_arb);
5636 LEAVE_GL();
5639 /* Context activation is done by the caller. */
5640 static void arbfp_free(struct wined3d_device *device)
5642 struct shader_arb_priv *priv = device->fragment_priv;
5644 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5645 priv->use_arbfp_fixed_func = FALSE;
5647 if (device->shader_backend != &arb_program_shader_backend)
5649 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5653 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5655 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5656 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5657 WINED3DTEXOPCAPS_SELECTARG1 |
5658 WINED3DTEXOPCAPS_SELECTARG2 |
5659 WINED3DTEXOPCAPS_MODULATE4X |
5660 WINED3DTEXOPCAPS_MODULATE2X |
5661 WINED3DTEXOPCAPS_MODULATE |
5662 WINED3DTEXOPCAPS_ADDSIGNED2X |
5663 WINED3DTEXOPCAPS_ADDSIGNED |
5664 WINED3DTEXOPCAPS_ADD |
5665 WINED3DTEXOPCAPS_SUBTRACT |
5666 WINED3DTEXOPCAPS_ADDSMOOTH |
5667 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5668 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5669 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5670 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5671 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5672 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5673 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5674 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5675 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5676 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5677 WINED3DTEXOPCAPS_MULTIPLYADD |
5678 WINED3DTEXOPCAPS_LERP |
5679 WINED3DTEXOPCAPS_BUMPENVMAP |
5680 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5682 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5684 caps->MaxTextureBlendStages = 8;
5685 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5688 static void state_texfactor_arbfp(struct wined3d_context *context,
5689 const struct wined3d_state *state, DWORD state_id)
5691 struct wined3d_device *device = context->swapchain->device;
5692 const struct wined3d_gl_info *gl_info = context->gl_info;
5693 float col[4];
5695 /* Don't load the parameter if we're using an arbfp pixel shader,
5696 * otherwise we'll overwrite application provided constants. */
5697 if (device->shader_backend == &arb_program_shader_backend)
5699 struct shader_arb_priv *priv;
5701 if (use_ps(state)) return;
5703 priv = device->shader_priv;
5704 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5705 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5708 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5709 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5710 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5713 static void state_arb_specularenable(struct wined3d_context *context,
5714 const struct wined3d_state *state, DWORD state_id)
5716 struct wined3d_device *device = context->swapchain->device;
5717 const struct wined3d_gl_info *gl_info = context->gl_info;
5718 float col[4];
5720 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5721 * application provided constants
5723 if (device->shader_backend == &arb_program_shader_backend)
5725 struct shader_arb_priv *priv;
5727 if (use_ps(state)) return;
5729 priv = device->shader_priv;
5730 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5731 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5734 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5736 /* The specular color has no alpha */
5737 col[0] = 1.0f; col[1] = 1.0f;
5738 col[2] = 1.0f; col[3] = 0.0f;
5739 } else {
5740 col[0] = 0.0f; col[1] = 0.0f;
5741 col[2] = 0.0f; col[3] = 0.0f;
5743 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5744 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5747 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5749 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5750 struct wined3d_device *device = context->swapchain->device;
5751 const struct wined3d_gl_info *gl_info = context->gl_info;
5752 float mat[2][2];
5754 if (use_ps(state))
5756 if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
5758 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5759 * anyway
5761 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5762 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
5765 if(device->shader_backend == &arb_program_shader_backend) {
5766 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5767 return;
5770 else if (device->shader_backend == &arb_program_shader_backend)
5772 struct shader_arb_priv *priv = device->shader_priv;
5773 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5774 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5777 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5778 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5779 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5780 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5782 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5783 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5786 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5787 const struct wined3d_state *state, DWORD state_id)
5789 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5790 struct wined3d_device *device = context->swapchain->device;
5791 const struct wined3d_gl_info *gl_info = context->gl_info;
5792 float param[4];
5794 if (use_ps(state))
5796 if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
5798 /* The pixel shader has to know the luminance offset. Do a constants update if it
5799 * isn't scheduled anyway
5801 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5802 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
5805 if(device->shader_backend == &arb_program_shader_backend) {
5806 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5807 return;
5810 else if (device->shader_backend == &arb_program_shader_backend)
5812 struct shader_arb_priv *priv = device->shader_priv;
5813 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5814 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5817 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5818 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5819 param[2] = 0.0f;
5820 param[3] = 0.0f;
5822 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5823 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5826 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5828 const char *ret;
5830 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5832 switch(arg & WINED3DTA_SELECTMASK) {
5833 case WINED3DTA_DIFFUSE:
5834 ret = "fragment.color.primary"; break;
5836 case WINED3DTA_CURRENT:
5837 if (!stage) ret = "fragment.color.primary";
5838 else ret = "ret";
5839 break;
5841 case WINED3DTA_TEXTURE:
5842 switch(stage) {
5843 case 0: ret = "tex0"; break;
5844 case 1: ret = "tex1"; break;
5845 case 2: ret = "tex2"; break;
5846 case 3: ret = "tex3"; break;
5847 case 4: ret = "tex4"; break;
5848 case 5: ret = "tex5"; break;
5849 case 6: ret = "tex6"; break;
5850 case 7: ret = "tex7"; break;
5851 default: ret = "unknown texture";
5853 break;
5855 case WINED3DTA_TFACTOR:
5856 ret = "tfactor"; break;
5858 case WINED3DTA_SPECULAR:
5859 ret = "fragment.color.secondary"; break;
5861 case WINED3DTA_TEMP:
5862 ret = "tempreg"; break;
5864 case WINED3DTA_CONSTANT:
5865 FIXME("Implement perstage constants\n");
5866 switch(stage) {
5867 case 0: ret = "const0"; break;
5868 case 1: ret = "const1"; break;
5869 case 2: ret = "const2"; break;
5870 case 3: ret = "const3"; break;
5871 case 4: ret = "const4"; break;
5872 case 5: ret = "const5"; break;
5873 case 6: ret = "const6"; break;
5874 case 7: ret = "const7"; break;
5875 default: ret = "unknown constant";
5877 break;
5879 default:
5880 return "unknown";
5883 if(arg & WINED3DTA_COMPLEMENT) {
5884 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5885 if(argnum == 0) ret = "arg0";
5886 if(argnum == 1) ret = "arg1";
5887 if(argnum == 2) ret = "arg2";
5889 if(arg & WINED3DTA_ALPHAREPLICATE) {
5890 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5891 if(argnum == 0) ret = "arg0";
5892 if(argnum == 1) ret = "arg1";
5893 if(argnum == 2) ret = "arg2";
5895 return ret;
5898 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5899 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5901 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5902 unsigned int mul = 1;
5903 BOOL mul_final_dest = FALSE;
5905 if(color && alpha) dstmask = "";
5906 else if(color) dstmask = ".xyz";
5907 else dstmask = ".w";
5909 if(dst == tempreg) dstreg = "tempreg";
5910 else dstreg = "ret";
5912 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5913 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5914 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5916 switch (op)
5918 case WINED3D_TOP_DISABLE:
5919 if (!stage)
5920 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5921 break;
5923 case WINED3D_TOP_SELECT_ARG2:
5924 arg1 = arg2;
5925 /* FALLTHROUGH */
5926 case WINED3D_TOP_SELECT_ARG1:
5927 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5928 break;
5930 case WINED3D_TOP_MODULATE_4X:
5931 mul = 2;
5932 /* FALLTHROUGH */
5933 case WINED3D_TOP_MODULATE_2X:
5934 mul *= 2;
5935 if (!strcmp(dstreg, "result.color"))
5937 dstreg = "ret";
5938 mul_final_dest = TRUE;
5940 /* FALLTHROUGH */
5941 case WINED3D_TOP_MODULATE:
5942 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5943 break;
5945 case WINED3D_TOP_ADD_SIGNED_2X:
5946 mul = 2;
5947 if (!strcmp(dstreg, "result.color"))
5949 dstreg = "ret";
5950 mul_final_dest = TRUE;
5952 /* FALLTHROUGH */
5953 case WINED3D_TOP_ADD_SIGNED:
5954 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5955 arg2 = "arg2";
5956 /* FALLTHROUGH */
5957 case WINED3D_TOP_ADD:
5958 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5959 break;
5961 case WINED3D_TOP_SUBTRACT:
5962 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5963 break;
5965 case WINED3D_TOP_ADD_SMOOTH:
5966 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5967 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5968 break;
5970 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
5971 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5972 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5973 break;
5974 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
5975 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5976 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5977 break;
5978 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
5979 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5980 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5981 break;
5982 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
5983 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5984 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5985 break;
5987 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
5988 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5989 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5990 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5991 break;
5993 /* D3DTOP_PREMODULATE ???? */
5995 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
5996 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5997 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5998 break;
5999 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6000 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6001 break;
6002 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6003 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6004 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6005 break;
6006 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6007 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6008 break;
6010 case WINED3D_TOP_DOTPRODUCT3:
6011 mul = 4;
6012 if (!strcmp(dstreg, "result.color"))
6014 dstreg = "ret";
6015 mul_final_dest = TRUE;
6017 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6018 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6019 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6020 break;
6022 case WINED3D_TOP_MULTIPLY_ADD:
6023 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6024 break;
6026 case WINED3D_TOP_LERP:
6027 /* The msdn is not quite right here */
6028 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6029 break;
6031 case WINED3D_TOP_BUMPENVMAP:
6032 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6033 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6034 break;
6036 default:
6037 FIXME("Unhandled texture op %08x\n", op);
6040 if(mul == 2) {
6041 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
6042 } else if(mul == 4) {
6043 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
6047 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6049 unsigned int stage;
6050 struct wined3d_shader_buffer buffer;
6051 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6052 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6053 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6054 UINT lowest_disabled_stage;
6055 const char *textype;
6056 const char *instr, *sat;
6057 char colorcor_dst[8];
6058 GLuint ret;
6059 DWORD arg0, arg1, arg2;
6060 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6061 BOOL op_equal;
6062 const char *final_combiner_src = "ret";
6063 GLint pos;
6065 /* Find out which textures are read */
6066 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6068 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6069 break;
6070 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6071 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6072 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6073 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6074 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6075 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6077 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6078 tex_read[stage] = TRUE;
6079 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6080 tex_read[stage] = TRUE;
6081 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6083 bump_used[stage] = TRUE;
6084 tex_read[stage] = TRUE;
6086 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6088 bump_used[stage] = TRUE;
6089 tex_read[stage] = TRUE;
6090 luminance_used[stage] = TRUE;
6092 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6094 tfactor_used = TRUE;
6097 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6098 tfactor_used = TRUE;
6101 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6102 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6103 tempreg_used = TRUE;
6106 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6107 continue;
6108 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6109 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6110 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6111 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6112 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6113 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6115 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6116 tempreg_used = TRUE;
6118 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6119 tfactor_used = TRUE;
6122 lowest_disabled_stage = stage;
6124 /* Shader header */
6125 if (!shader_buffer_init(&buffer))
6127 ERR("Failed to initialize shader buffer.\n");
6128 return 0;
6131 shader_addline(&buffer, "!!ARBfp1.0\n");
6133 switch(settings->fog) {
6134 case FOG_OFF: break;
6135 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6136 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6137 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6138 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6141 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6142 shader_addline(&buffer, "TEMP TMP;\n");
6143 shader_addline(&buffer, "TEMP ret;\n");
6144 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6145 shader_addline(&buffer, "TEMP arg0;\n");
6146 shader_addline(&buffer, "TEMP arg1;\n");
6147 shader_addline(&buffer, "TEMP arg2;\n");
6148 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6149 if(!tex_read[stage]) continue;
6150 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6151 if(!bump_used[stage]) continue;
6152 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6153 if(!luminance_used[stage]) continue;
6154 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6156 if(tfactor_used) {
6157 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6159 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6161 if(settings->sRGB_write) {
6162 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6163 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6164 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6165 srgb_sub_high, 0.0, 0.0, 0.0);
6168 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6169 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6171 /* Generate texture sampling instructions) */
6172 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6174 if (!tex_read[stage])
6175 continue;
6177 switch(settings->op[stage].tex_type) {
6178 case tex_1d: textype = "1D"; break;
6179 case tex_2d: textype = "2D"; break;
6180 case tex_3d: textype = "3D"; break;
6181 case tex_cube: textype = "CUBE"; break;
6182 case tex_rect: textype = "RECT"; break;
6183 default: textype = "unexpected_textype"; break;
6186 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
6187 || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6188 sat = "";
6189 else
6190 sat = "_SAT";
6192 if(settings->op[stage].projected == proj_none) {
6193 instr = "TEX";
6194 } else if(settings->op[stage].projected == proj_count4 ||
6195 settings->op[stage].projected == proj_count3) {
6196 instr = "TXP";
6197 } else {
6198 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6199 instr = "TXP";
6202 if (stage > 0
6203 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6204 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6206 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6207 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6208 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6209 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6211 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6212 * so multiply the displacement with the dividing parameter before passing it to TXP
6214 if (settings->op[stage].projected != proj_none) {
6215 if(settings->op[stage].projected == proj_count4) {
6216 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6217 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6218 } else {
6219 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6220 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6222 } else {
6223 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6226 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6227 instr, sat, stage, stage, textype);
6228 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6230 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6231 stage - 1, stage - 1, stage - 1);
6232 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6234 } else if(settings->op[stage].projected == proj_count3) {
6235 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6236 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6237 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6238 instr, sat, stage, stage, textype);
6239 } else {
6240 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6241 instr, sat, stage, stage, stage, textype);
6244 sprintf(colorcor_dst, "tex%u", stage);
6245 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6246 settings->op[stage].color_fixup);
6249 /* Generate the main shader */
6250 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6252 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6254 if (!stage)
6255 final_combiner_src = "fragment.color.primary";
6256 break;
6259 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6260 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6261 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6262 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6263 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6264 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6265 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6266 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6267 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6268 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6269 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6270 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6271 else
6272 op_equal = settings->op[stage].aop == settings->op[stage].cop
6273 && settings->op[stage].carg0 == settings->op[stage].aarg0
6274 && settings->op[stage].carg1 == settings->op[stage].aarg1
6275 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6277 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6279 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6280 settings->op[stage].cop, settings->op[stage].carg0,
6281 settings->op[stage].carg1, settings->op[stage].carg2);
6282 if (!stage)
6283 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6285 else if (op_equal)
6287 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6288 settings->op[stage].cop, settings->op[stage].carg0,
6289 settings->op[stage].carg1, settings->op[stage].carg2);
6290 } else {
6291 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6292 settings->op[stage].cop, settings->op[stage].carg0,
6293 settings->op[stage].carg1, settings->op[stage].carg2);
6294 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6295 settings->op[stage].aop, settings->op[stage].aarg0,
6296 settings->op[stage].aarg1, settings->op[stage].aarg2);
6300 if(settings->sRGB_write) {
6301 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6302 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6303 shader_addline(&buffer, "MOV result.color, ret;\n");
6304 } else {
6305 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6308 /* Footer */
6309 shader_addline(&buffer, "END\n");
6311 /* Generate the shader */
6312 GL_EXTCALL(glGenProgramsARB(1, &ret));
6313 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6314 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6315 strlen(buffer.buffer), buffer.buffer));
6316 checkGLcall("glProgramStringARB()");
6318 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6319 if (pos != -1)
6321 FIXME("Fragment program error at position %d: %s\n\n", pos,
6322 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6323 shader_arb_dump_program_source(buffer.buffer);
6325 else
6327 GLint native;
6329 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6330 checkGLcall("glGetProgramivARB()");
6331 if (!native) WARN("Program exceeds native resource limits.\n");
6334 shader_buffer_free(&buffer);
6335 return ret;
6338 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6340 const struct wined3d_device *device = context->swapchain->device;
6341 const struct wined3d_gl_info *gl_info = context->gl_info;
6342 struct shader_arb_priv *priv = device->fragment_priv;
6343 BOOL use_vshader = use_vs(state);
6344 BOOL use_pshader = use_ps(state);
6345 struct ffp_frag_settings settings;
6346 const struct arbfp_ffp_desc *desc;
6347 unsigned int i;
6349 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6351 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6353 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6355 /* Reload fixed function constants since they collide with the
6356 * pixel shader constants. */
6357 for (i = 0; i < MAX_TEXTURES; ++i)
6359 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6361 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6362 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6364 else if (use_pshader && !isStateDirty(context, context->state_table[STATE_VSHADER].representative))
6366 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6368 return;
6371 if (!use_pshader)
6373 /* Find or create a shader implementing the fixed function pipeline
6374 * settings, then activate it. */
6375 gen_ffp_frag_op(device, state, &settings, FALSE);
6376 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6377 if(!desc) {
6378 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6379 if (!new_desc)
6381 ERR("Out of memory\n");
6382 return;
6384 new_desc->num_textures_used = 0;
6385 for (i = 0; i < gl_info->limits.texture_stages; ++i)
6387 if (settings.op[i].cop == WINED3D_TOP_DISABLE)
6388 break;
6389 new_desc->num_textures_used = i;
6392 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6393 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6394 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6395 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6396 desc = new_desc;
6399 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6400 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6401 * deactivate it.
6403 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6404 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6405 priv->current_fprogram_id = desc->shader;
6407 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6409 /* Reload fixed function constants since they collide with the
6410 * pixel shader constants. */
6411 for (i = 0; i < MAX_TEXTURES; ++i)
6413 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6415 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6416 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6418 context->last_was_pshader = FALSE;
6419 } else {
6420 context->last_was_pshader = TRUE;
6423 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6424 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function
6425 * replacement shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6426 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6427 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6429 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6430 * shader handler.
6432 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
6434 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6436 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6437 context_apply_state(context, state, STATE_VERTEXSHADERCONSTANT);
6439 if (use_pshader)
6440 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
6443 /* We can't link the fog states to the fragment state directly since the
6444 * vertex pipeline links them to FOGENABLE. A different linking in different
6445 * pipeline parts can't be expressed in the combined state table, so we need
6446 * to handle that with a forwarding function. The other invisible side effect
6447 * is that changing the fog start and fog end (which links to FOGENABLE in
6448 * vertex) results in the fragment_prog_arbfp function being called because
6449 * FOGENABLE is dirty, which calls this function here. */
6450 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6452 enum fogsource new_source;
6454 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6456 if (!isStateDirty(context, STATE_PIXELSHADER))
6457 fragment_prog_arbfp(context, state, state_id);
6459 if (!state->render_states[WINED3D_RS_FOGENABLE])
6460 return;
6462 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6464 if (use_vs(state))
6466 new_source = FOGSOURCE_VS;
6468 else
6470 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6471 new_source = FOGSOURCE_COORD;
6472 else
6473 new_source = FOGSOURCE_FFP;
6476 else
6478 new_source = FOGSOURCE_FFP;
6481 if (new_source != context->fog_source)
6483 context->fog_source = new_source;
6484 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6488 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6490 if (!isStateDirty(context, STATE_PIXELSHADER))
6491 fragment_prog_arbfp(context, state, state_id);
6494 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6496 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6497 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6498 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6499 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6500 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6501 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6502 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6503 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6504 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6505 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6506 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6507 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6508 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6509 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6510 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6511 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6512 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6513 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6514 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6515 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6516 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6517 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6518 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6519 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6520 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6521 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6522 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6523 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6524 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6525 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6526 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6527 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6528 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6529 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6530 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6531 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6532 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6533 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6534 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6535 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6536 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6537 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6538 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6539 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6540 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6541 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6542 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6543 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6544 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6545 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6546 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6547 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6548 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6549 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6550 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6551 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6552 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6553 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6554 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6555 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6556 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6557 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6558 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6559 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6560 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6561 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6562 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6563 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6564 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6565 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6566 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6567 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6568 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6569 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6570 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6571 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6572 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6573 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6574 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6575 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6576 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6577 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6578 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6579 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6580 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6581 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6582 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6583 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6584 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6585 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6586 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6587 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6588 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6589 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6590 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6591 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6592 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6593 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6594 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6595 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6596 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6597 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6598 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6599 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6600 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6601 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6602 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6603 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6604 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6605 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6606 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6607 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6608 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6609 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6610 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6611 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6612 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6613 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6614 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6615 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6616 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6617 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6618 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6619 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6620 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6621 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6622 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6623 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6624 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6625 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6626 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6627 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6628 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6629 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6630 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6631 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6632 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6633 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6634 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6635 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6638 const struct fragment_pipeline arbfp_fragment_pipeline = {
6639 arbfp_enable,
6640 arbfp_get_caps,
6641 arbfp_alloc,
6642 arbfp_free,
6643 shader_arb_color_fixup_supported,
6644 arbfp_fragmentstate_template,
6645 TRUE /* We can disable projected textures */
6648 struct arbfp_blit_priv {
6649 GLenum yuy2_rect_shader, yuy2_2d_shader;
6650 GLenum uyvy_rect_shader, uyvy_2d_shader;
6651 GLenum yv12_rect_shader, yv12_2d_shader;
6652 GLenum p8_rect_shader, p8_2d_shader;
6653 GLuint palette_texture;
6656 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6658 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6659 if(!device->blit_priv) {
6660 ERR("Out of memory\n");
6661 return E_OUTOFMEMORY;
6663 return WINED3D_OK;
6666 /* Context activation is done by the caller. */
6667 static void arbfp_blit_free(struct wined3d_device *device)
6669 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6670 struct arbfp_blit_priv *priv = device->blit_priv;
6672 ENTER_GL();
6673 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6674 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6675 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6676 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6677 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6678 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6679 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6680 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6681 checkGLcall("Delete yuv and p8 programs");
6683 if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture);
6684 LEAVE_GL();
6686 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6687 device->blit_priv = NULL;
6690 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6691 GLenum textype, char *luminance)
6693 char chroma;
6694 const char *tex, *texinstr;
6696 if (fixup == COMPLEX_FIXUP_UYVY) {
6697 chroma = 'x';
6698 *luminance = 'w';
6699 } else {
6700 chroma = 'w';
6701 *luminance = 'x';
6703 switch(textype) {
6704 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6705 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6706 default:
6707 /* This is more tricky than just replacing the texture type - we have to navigate
6708 * properly in the texture to find the correct chroma values
6710 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6711 return FALSE;
6714 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6715 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6716 * filtering when we sample the texture.
6718 * These are the rules for reading the chroma:
6720 * Even pixel: Cr
6721 * Even pixel: U
6722 * Odd pixel: V
6724 * So we have to get the sampling x position in non-normalized coordinates in integers
6726 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6727 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6728 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6729 } else {
6730 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6732 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6733 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6734 * 0.5, so add 0.5.
6736 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6737 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6739 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6740 * even and odd pixels respectively
6742 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6743 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6745 /* Sample Pixel 1 */
6746 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6748 /* Put the value into either of the chroma values */
6749 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6750 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6751 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6752 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6754 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6755 * the pixel right to the current one. Otherwise, sample the left pixel.
6756 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6758 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6759 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6760 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6762 /* Put the value into the other chroma */
6763 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6764 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6765 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6766 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6768 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6769 * the current one and lerp the two U and V values
6772 /* This gives the correctly filtered luminance value */
6773 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6775 return TRUE;
6778 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6780 const char *tex;
6782 switch(textype) {
6783 case GL_TEXTURE_2D: tex = "2D"; break;
6784 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6785 default:
6786 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6787 return FALSE;
6790 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6791 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6792 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6793 * pitch of the luminance plane, the packing into the gl texture is a bit
6794 * unfortunate. If the whole texture is interpreted as luminance data it looks
6795 * approximately like this:
6797 * +----------------------------------+----
6798 * | |
6799 * | |
6800 * | |
6801 * | |
6802 * | | 2
6803 * | LUMINANCE | -
6804 * | | 3
6805 * | |
6806 * | |
6807 * | |
6808 * | |
6809 * +----------------+-----------------+----
6810 * | | |
6811 * | U even rows | U odd rows |
6812 * | | | 1
6813 * +----------------+------------------ -
6814 * | | | 3
6815 * | V even rows | V odd rows |
6816 * | | |
6817 * +----------------+-----------------+----
6818 * | | |
6819 * | 0.5 | 0.5 |
6821 * So it appears as if there are 4 chroma images, but in fact the odd rows
6822 * in the chroma images are in the same row as the even ones. So its is
6823 * kinda tricky to read
6825 * When reading from rectangle textures, keep in mind that the input y coordinates
6826 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6828 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6829 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6831 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6832 /* the chroma planes have only half the width */
6833 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6835 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6836 * the coordinate. Also read the right side of the image when reading odd lines
6838 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6839 * bleeding
6841 if(textype == GL_TEXTURE_2D) {
6843 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6845 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6847 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6848 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6850 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6851 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6852 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6853 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6854 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6856 /* clamp, keep the half pixel origin in mind */
6857 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6858 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6859 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6860 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6861 } else {
6862 /* Read from [size - size+size/4] */
6863 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6864 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6866 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6867 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6868 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6869 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6870 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6871 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6873 /* Make sure to read exactly from the pixel center */
6874 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6875 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6877 /* Clamp */
6878 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6879 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6880 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6881 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6882 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6884 /* Read the texture, put the result into the output register */
6885 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6886 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6888 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6889 * No need to clamp because we're just reusing the already clamped value from above
6891 if(textype == GL_TEXTURE_2D) {
6892 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6893 } else {
6894 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6896 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6897 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6899 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6900 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6901 * values due to filtering
6903 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6904 if(textype == GL_TEXTURE_2D) {
6905 /* Multiply the y coordinate by 2/3 and clamp it */
6906 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6907 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6908 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6909 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6910 } else {
6911 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6912 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6913 * is bigger
6915 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6916 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6917 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6919 *luminance = 'a';
6921 return TRUE;
6924 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6925 const struct wined3d_gl_info *gl_info, GLenum textype)
6927 GLenum shader;
6928 struct wined3d_shader_buffer buffer;
6929 GLint pos;
6931 /* Shader header */
6932 if (!shader_buffer_init(&buffer))
6934 ERR("Failed to initialize shader buffer.\n");
6935 return 0;
6938 ENTER_GL();
6939 GL_EXTCALL(glGenProgramsARB(1, &shader));
6940 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6941 LEAVE_GL();
6942 if(!shader) {
6943 shader_buffer_free(&buffer);
6944 return 0;
6947 shader_addline(&buffer, "!!ARBfp1.0\n");
6948 shader_addline(&buffer, "TEMP index;\n");
6950 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6951 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6953 /* The alpha-component contains the palette index */
6954 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6955 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6956 else
6957 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6959 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6960 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6962 /* Use the alpha-component as an index in the palette to get the final color */
6963 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6964 shader_addline(&buffer, "END\n");
6966 ENTER_GL();
6967 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6968 strlen(buffer.buffer), buffer.buffer));
6969 checkGLcall("glProgramStringARB()");
6971 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6972 if (pos != -1)
6974 FIXME("Fragment program error at position %d: %s\n\n", pos,
6975 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6976 shader_arb_dump_program_source(buffer.buffer);
6979 if (textype == GL_TEXTURE_RECTANGLE_ARB)
6980 priv->p8_rect_shader = shader;
6981 else
6982 priv->p8_2d_shader = shader;
6984 shader_buffer_free(&buffer);
6985 LEAVE_GL();
6987 return shader;
6990 /* Context activation is done by the caller. */
6991 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
6993 BYTE table[256][4];
6994 struct wined3d_device *device = surface->resource.device;
6995 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6996 struct arbfp_blit_priv *priv = device->blit_priv;
6997 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6999 d3dfmt_p8_init_palette(surface, table, colorkey);
7001 ENTER_GL();
7003 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7005 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
7006 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
7009 if (!priv->palette_texture)
7010 glGenTextures(1, &priv->palette_texture);
7012 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
7013 glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7015 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7017 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7018 /* Make sure we have discrete color levels. */
7019 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7020 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7021 /* Upload the palette */
7022 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7023 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7025 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7027 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
7028 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
7031 /* Switch back to unit 0 in which the 2D texture will be stored. */
7032 context_active_texture(context, gl_info, 0);
7033 LEAVE_GL();
7036 /* Context activation is done by the caller. */
7037 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7038 enum complex_fixup yuv_fixup, GLenum textype)
7040 GLenum shader;
7041 struct wined3d_shader_buffer buffer;
7042 char luminance_component;
7043 GLint pos;
7045 /* Shader header */
7046 if (!shader_buffer_init(&buffer))
7048 ERR("Failed to initialize shader buffer.\n");
7049 return 0;
7052 ENTER_GL();
7053 GL_EXTCALL(glGenProgramsARB(1, &shader));
7054 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7055 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7056 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7057 LEAVE_GL();
7058 if(!shader) {
7059 shader_buffer_free(&buffer);
7060 return 0;
7063 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7064 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7065 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7066 * each single pixel it contains, and one U and one V value shared between both
7067 * pixels.
7069 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7070 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7071 * take the format into account when generating the read swizzles
7073 * Reading the Y value is straightforward - just sample the texture. The hardware
7074 * takes care of filtering in the horizontal and vertical direction.
7076 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7077 * because that would mix the U and V values of one pixel or two adjacent pixels.
7078 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7079 * regardless of the filtering setting. Vertical filtering works automatically
7080 * though - the U and V values of two rows are mixed nicely.
7082 * Apart of avoiding filtering issues, the code has to know which value it just
7083 * read, and where it can find the other one. To determine this, it checks if
7084 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7086 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7087 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7089 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7090 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7091 * in an unfiltered situation. Finding the luminance on the other hand requires
7092 * finding out if it is an odd or even pixel. The real drawback of this approach
7093 * is filtering. This would have to be emulated completely in the shader, reading
7094 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7095 * vertically. Beyond that it would require adjustments to the texture handling
7096 * code to deal with the width scaling
7098 shader_addline(&buffer, "!!ARBfp1.0\n");
7099 shader_addline(&buffer, "TEMP luminance;\n");
7100 shader_addline(&buffer, "TEMP temp;\n");
7101 shader_addline(&buffer, "TEMP chroma;\n");
7102 shader_addline(&buffer, "TEMP texcrd;\n");
7103 shader_addline(&buffer, "TEMP texcrd2;\n");
7104 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7105 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7106 shader_addline(&buffer, "PARAM size = program.local[0];\n");
7108 switch (yuv_fixup)
7110 case COMPLEX_FIXUP_UYVY:
7111 case COMPLEX_FIXUP_YUY2:
7112 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7114 shader_buffer_free(&buffer);
7115 return 0;
7117 break;
7119 case COMPLEX_FIXUP_YV12:
7120 if (!gen_yv12_read(&buffer, textype, &luminance_component))
7122 shader_buffer_free(&buffer);
7123 return 0;
7125 break;
7127 default:
7128 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7129 shader_buffer_free(&buffer);
7130 return 0;
7133 /* Calculate the final result. Formula is taken from
7134 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7135 * ranges from -0.5 to 0.5
7137 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7139 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7140 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7141 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7142 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7143 shader_addline(&buffer, "END\n");
7145 ENTER_GL();
7146 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7147 strlen(buffer.buffer), buffer.buffer));
7148 checkGLcall("glProgramStringARB()");
7150 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7151 if (pos != -1)
7153 FIXME("Fragment program error at position %d: %s\n\n", pos,
7154 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7155 shader_arb_dump_program_source(buffer.buffer);
7157 else
7159 GLint native;
7161 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7162 checkGLcall("glGetProgramivARB()");
7163 if (!native) WARN("Program exceeds native resource limits.\n");
7166 shader_buffer_free(&buffer);
7167 LEAVE_GL();
7169 switch (yuv_fixup)
7171 case COMPLEX_FIXUP_YUY2:
7172 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7173 else priv->yuy2_2d_shader = shader;
7174 break;
7176 case COMPLEX_FIXUP_UYVY:
7177 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7178 else priv->uyvy_2d_shader = shader;
7179 break;
7181 case COMPLEX_FIXUP_YV12:
7182 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7183 else priv->yv12_2d_shader = shader;
7184 break;
7185 default:
7186 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7189 return shader;
7192 /* Context activation is done by the caller. */
7193 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7195 GLenum shader;
7196 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7197 struct arbfp_blit_priv *priv = blit_priv;
7198 enum complex_fixup fixup;
7199 GLenum textype = surface->texture_target;
7200 const struct wined3d_gl_info *gl_info = context->gl_info;
7202 if (surface->flags & SFLAG_CONVERTED)
7204 ENTER_GL();
7205 glEnable(textype);
7206 checkGLcall("glEnable(textype)");
7207 LEAVE_GL();
7208 return WINED3D_OK;
7211 if (!is_complex_fixup(surface->resource.format->color_fixup))
7213 TRACE("Fixup:\n");
7214 dump_color_fixup_desc(surface->resource.format->color_fixup);
7215 /* Don't bother setting up a shader for unconverted formats */
7216 ENTER_GL();
7217 glEnable(textype);
7218 checkGLcall("glEnable(textype)");
7219 LEAVE_GL();
7220 return WINED3D_OK;
7223 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7225 switch(fixup)
7227 case COMPLEX_FIXUP_YUY2:
7228 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7229 break;
7231 case COMPLEX_FIXUP_UYVY:
7232 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7233 break;
7235 case COMPLEX_FIXUP_YV12:
7236 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7237 break;
7239 case COMPLEX_FIXUP_P8:
7240 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7241 if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7243 upload_palette(surface, context);
7244 break;
7246 default:
7247 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7248 ENTER_GL();
7249 glEnable(textype);
7250 checkGLcall("glEnable(textype)");
7251 LEAVE_GL();
7252 return E_NOTIMPL;
7255 if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7257 ENTER_GL();
7258 glEnable(GL_FRAGMENT_PROGRAM_ARB);
7259 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7260 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7261 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7262 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7263 checkGLcall("glProgramLocalParameter4fvARB");
7264 LEAVE_GL();
7266 return WINED3D_OK;
7269 /* Context activation is done by the caller. */
7270 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7272 ENTER_GL();
7273 glDisable(GL_FRAGMENT_PROGRAM_ARB);
7274 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7275 glDisable(GL_TEXTURE_2D);
7276 checkGLcall("glDisable(GL_TEXTURE_2D)");
7277 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7279 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7280 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7282 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7284 glDisable(GL_TEXTURE_RECTANGLE_ARB);
7285 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7287 LEAVE_GL();
7290 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7291 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7292 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7294 enum complex_fixup src_fixup;
7296 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7297 return FALSE;
7299 if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7301 TRACE("Unsupported blit_op=%d\n", blit_op);
7302 return FALSE;
7305 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7306 return FALSE;
7308 src_fixup = get_complex_fixup(src_format->color_fixup);
7309 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7311 TRACE("Checking support for fixup:\n");
7312 dump_color_fixup_desc(src_format->color_fixup);
7315 if (!is_identity_fixup(dst_format->color_fixup))
7317 TRACE("Destination fixups are not supported\n");
7318 return FALSE;
7321 if (is_identity_fixup(src_format->color_fixup))
7323 TRACE("[OK]\n");
7324 return TRUE;
7327 /* We only support YUV conversions. */
7328 if (!is_complex_fixup(src_format->color_fixup))
7330 TRACE("[FAILED]\n");
7331 return FALSE;
7334 switch(src_fixup)
7336 case COMPLEX_FIXUP_YUY2:
7337 case COMPLEX_FIXUP_UYVY:
7338 case COMPLEX_FIXUP_YV12:
7339 case COMPLEX_FIXUP_P8:
7340 TRACE("[OK]\n");
7341 return TRUE;
7343 default:
7344 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7345 TRACE("[FAILED]\n");
7346 return FALSE;
7350 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7351 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7352 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7354 struct wined3d_context *context;
7355 RECT src_rect = *src_rect_in;
7356 RECT dst_rect = *dst_rect_in;
7358 /* Now load the surface */
7359 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7360 && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
7362 /* Without FBO blits transferring from the drawable to the texture is
7363 * expensive, because we have to flip the data in sysmem. Since we can
7364 * flip in the blitter, we don't actually need that flip anyway. So we
7365 * use the surface's texture as scratch texture, and flip the source
7366 * rectangle instead. */
7367 surface_load_fb_texture(src_surface, FALSE);
7369 src_rect.top = src_surface->resource.height - src_rect.top;
7370 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7372 else
7373 surface_internal_preload(src_surface, SRGB_RGB);
7375 /* Activate the destination context, set it up for blitting */
7376 context = context_acquire(device, dst_surface);
7377 context_apply_blit_state(context, device);
7379 if (!surface_is_offscreen(dst_surface))
7380 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7382 arbfp_blit_set(device->blit_priv, context, src_surface);
7384 ENTER_GL();
7386 /* Draw a textured quad */
7387 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7389 LEAVE_GL();
7391 /* Leave the opengl state valid for blitting */
7392 arbfp_blit_unset(context->gl_info);
7394 if (wined3d_settings.strict_draw_ordering
7395 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7396 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
7397 wglFlush(); /* Flush to ensure ordering across contexts. */
7399 context_release(context);
7401 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
7402 return WINED3D_OK;
7405 /* Do not call while under the GL lock. */
7406 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7407 const RECT *dst_rect, const struct wined3d_color *color)
7409 FIXME("Color filling not implemented by arbfp_blit\n");
7410 return WINED3DERR_INVALIDCALL;
7413 /* Do not call while under the GL lock. */
7414 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7415 struct wined3d_surface *surface, const RECT *rect, float depth)
7417 FIXME("Depth filling not implemented by arbfp_blit.\n");
7418 return WINED3DERR_INVALIDCALL;
7421 const struct blit_shader arbfp_blit = {
7422 arbfp_blit_alloc,
7423 arbfp_blit_free,
7424 arbfp_blit_set,
7425 arbfp_blit_unset,
7426 arbfp_blit_supported,
7427 arbfp_blit_color_fill,
7428 arbfp_blit_depth_fill,