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
31 #include "wine/port.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
)
48 if (!(q
= strstr(p
, "\n")))
60 static void shader_arb_dump_program_source(const char *source
)
63 char *ptr
, *line
, *tmp
;
65 source_size
= strlen(source
) + 1;
66 tmp
= HeapAlloc(GetProcessHeap(), 0, source_size
);
69 ERR("Failed to allocate %u bytes for shader source.\n", source_size
);
72 memcpy(tmp
, source
, source_size
);
75 while ((line
= get_line(&ptr
))) FIXME(" %s\n", line
);
78 HeapFree(GetProcessHeap(), 0, tmp
);
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");
100 if (shader
== WINED3D_SHADER_TYPE_PIXEL
)
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";
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
);
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 */
161 struct wined3d_shader_loop_control loop_control
;
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. */
175 struct arb_ps_compile_args
177 struct ps_compile_args super
;
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
;
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
];
198 unsigned char numbumpenvmatconsts
;
202 struct arb_vs_compile_args
204 struct vs_compile_args super
;
210 unsigned char clip_texcoord
;
211 unsigned char clipplane_mask
;
213 DWORD boolclip_compare
;
218 unsigned char samplers
[4];
219 DWORD samplers_compare
;
221 unsigned char loop_ctrl
[MAX_CONST_I
][3];
224 struct arb_vs_compiled_shader
226 struct arb_vs_compile_args args
;
228 UINT int_consts
[MAX_CONST_I
];
230 char need_color_unclamp
;
234 struct recorded_instruction
236 struct wined3d_shader_instruction ins
;
240 struct shader_arb_ctx_priv
245 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
247 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
249 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
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
;
262 unsigned int num_loops
, loop_depth
, num_ifcs
;
265 unsigned int vs_clipplanes
;
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
];
280 struct wined3d_shader_signature_element
*sig
;
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
;
293 struct arb_vshader_private
{
294 struct arb_vs_compiled_shader
*gl_shaders
;
295 UINT num_gl_shaders
, shader_array_size
;
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
;
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 */
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
;
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
;
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]);
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)
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;
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
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 */
442 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
446 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
449 for(; i
< max_constants
; i
++) {
450 if(dirty_consts
[i
]) {
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 */
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 */
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
;
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;
511 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
517 tex_dim
[2] = tex
->pow2_matrix
[0];
518 tex_dim
[3] = tex
->pow2_matrix
[5];
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
;
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)
572 val
[0] = context
->render_offscreen
? 0.0f
: (float) rt_height
;
573 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
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
)
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];
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];
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
)
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];
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
;
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
);
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
;
711 if (shader
->load_local_constsF
|| list_empty(&shader
->constantsF
))
714 ret
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * shader
->limits
.constant_float
);
717 ERR("Out of memory\n");
721 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
723 ret
[lconst
->idx
] = idx
++;
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
;
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.
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
;
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
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
)
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
;
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
);
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
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
843 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
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);
865 for(i
= 0; i
< max_constantsF
; i
++) {
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
);
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
)
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';
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
)
935 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
936 *ptr
++ = swizzle_chars
[swizzle_x
];
938 *ptr
++ = swizzle_chars
[swizzle_x
];
939 *ptr
++ = swizzle_chars
[swizzle_y
];
940 *ptr
++ = swizzle_chars
[swizzle_z
];
941 *ptr
++ = swizzle_chars
[swizzle_w
];
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
;
976 case WINED3DSPR_TEMP
:
977 sprintf(register_name
, "R%u", reg
->idx
);
980 case WINED3DSPR_INPUT
:
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");
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
]);
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
);
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
);
1047 if(reg
->idx
< MAX_REG_INPUT
)
1049 strcpy(register_name
, ctx
->ps_input
[reg
->idx
]);
1053 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
);
1054 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
);
1061 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1062 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
);
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
;
1073 if (reg_maps
->shader_version
.major
< 2)
1075 sprintf(rel_reg
, "A0.x");
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**"))
1083 shader_arb_request_a0(ins
, rel_reg
);
1084 sprintf(rel_reg
, "A0.x");
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
);
1093 sprintf(register_name
, "C[%s - %u]", rel_reg
, rel_offset
- reg
->idx
);
1097 if (reg_maps
->usesrelconstF
)
1098 sprintf(register_name
, "C[%u]", reg
->idx
);
1100 sprintf(register_name
, "C%u", reg
->idx
);
1104 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
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
);
1116 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1117 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
);
1122 if (reg_maps
->shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
1124 sprintf(register_name
, "A%u", reg
->idx
);
1128 sprintf(register_name
, "A%u_SHADOW", reg
->idx
);
1133 case WINED3DSPR_COLOROUT
:
1134 if (ctx
->cur_ps_args
->super
.srgb_correction
&& !reg
->idx
)
1136 strcpy(register_name
, "TMP_COLOR");
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
);
1147 strcpy(register_name
, "result.color");
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
]);
1157 case WINED3DSPR_DEPTHOUT
:
1158 strcpy(register_name
, "result.depth");
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
]);
1167 case WINED3DSPR_TEXCRDOUT
:
1170 sprintf(register_name
, "oT[%u]", reg
->idx
);
1174 if (reg_maps
->shader_version
.major
< 3)
1176 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
]);
1180 strcpy(register_name
, ctx
->vs_output
[reg
->idx
]);
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");
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
1200 sprintf(register_name
, "**aL_emul**");
1205 case WINED3DSPR_CONSTINT
:
1206 sprintf(register_name
, "I%u", reg
->idx
);
1209 case WINED3DSPR_MISCTYPE
:
1212 sprintf(register_name
, "vpos");
1214 else if(reg
->idx
== 1)
1216 sprintf(register_name
, "fragment.facing.x");
1220 FIXME("Unknown MISCTYPE register index %u\n", reg
->idx
);
1225 FIXME("Unhandled register type %#x[%u]\n", reg
->type
, reg
->idx
);
1226 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
);
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];
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";
1256 FIXME("Unhandled channel source %#x\n", channel_source
);
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
)
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
);
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
;
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
));
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
;
1297 char *ptr
= reg_mask
;
1299 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
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';
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
)
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
;
1332 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1335 case WINED3DSPDM_SATURATE
:
1338 case WINED3DSPDM_PARTIALPRECISION
:
1345 FIXME("Unknown modifiers 0x%08x\n", mod
);
1350 #define TEX_PROJ 0x1
1351 #define TEX_BIAS 0x2
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
;
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
) {
1378 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
1379 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
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
;
1395 case WINED3DSTT_VOLUME
:
1399 case WINED3DSTT_CUBE
:
1404 ERR("Unexpected texture type %d\n", sampler_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";
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
);
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
);
1456 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
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
;
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 */
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
);
1494 case WINED3DSPSM_NEG
:
1495 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1498 case WINED3DSPSM_BIAS
:
1499 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1501 case WINED3DSPSM_BIASNEG
:
1502 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1504 case WINED3DSPSM_SIGN
:
1505 shader_addline(buffer
, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1507 case WINED3DSPSM_SIGNNEG
:
1508 shader_addline(buffer
, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1510 case WINED3DSPSM_COMP
:
1511 shader_addline(buffer
, "SUB T%c, %s, %s;\n", 'A' + tmpreg
, one
, regstr
);
1513 case WINED3DSPSM_X2
:
1514 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1516 case WINED3DSPSM_X2NEG
:
1517 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
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
);
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
);
1527 case WINED3DSPSM_ABS
:
1528 if(ctx
->target_version
>= NV2
) {
1529 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1532 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1535 case WINED3DSPSM_ABSNEG
:
1536 if(ctx
->target_version
>= NV2
) {
1537 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1539 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1540 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1545 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1549 /* Return modified or original register, with swizzle */
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
;
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
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
)
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
);
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
;
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]);
1622 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
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
;
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
;
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]);
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];
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
);
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
)
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
;
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
);
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
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");
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");
1845 shader_hw_map2gl(ins
);
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
;
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";
1869 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1870 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
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
);
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
);
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
;
1915 DWORD reg_sampler_code
;
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
;
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
);
1934 /* TEX is the only instruction that can handle DW and DZ natively */
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
);
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))
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
;
1969 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
1970 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
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
);
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
);
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
;
2012 DWORD reg1
= ins
->dst
[0].reg
.idx
;
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
;
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
;
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
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");
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];
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
;
2134 DWORD reg
= ins
->dst
[0].reg
.idx
;
2135 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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
;
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
;
2178 DWORD reg
= ins
->dst
[0].reg
.idx
;
2179 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2181 char src0_name
[50], dst_name
[50];
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
;
2200 DWORD reg
= ins
->dst
[0].reg
.idx
;
2201 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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
;
2241 DWORD reg
= ins
->dst
[0].reg
.idx
;
2242 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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.
2258 * dst_reg.xyz = 2 * --------- * N - E
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
;
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
;
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];
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];
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];
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
)
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
:
2408 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2410 case WINED3DSIH_M4x3
:
2412 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2414 case WINED3DSIH_M3x4
:
2416 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2418 case WINED3DSIH_M3x3
:
2420 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2422 case WINED3DSIH_M3x2
:
2424 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2427 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
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
;
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
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
;
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
);
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
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
;
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
,
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
,
2542 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2544 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
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
);
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
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];
2574 char src_name0
[50], src_name1
[50], src_name2
[50];
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
);
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):
2613 * (x/2)^4 = x^4 / 16
2614 * (x/2)^5 = x^5 / 32
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 */
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) */
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
) {
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
) {
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
;
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
);
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
);
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
);
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
;
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
)
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
);
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
;
2762 switch(ins
->handler_idx
)
2764 case WINED3DSIH_LOG
: instr
= "LG2"; break;
2765 case WINED3DSIH_LOGP
: instr
= "LOG"; break;
2767 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
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
);
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
);
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
);
2805 shader_addline(buffer
, "ABS TA.x, %s;\n", src0
);
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
);
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
;
2834 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2837 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
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
);
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
;
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 */
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
);
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
);
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");
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
);
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");
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");
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
);
2950 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->no
.loop
);
2954 shader_addline(buffer
, "BRK;\n");
2958 static const char *get_compare(enum wined3d_shader_rel_op 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";
2969 FIXME("Unrecognized operator %#x.\n", op
);
2974 static enum wined3d_shader_rel_op
invert_compare(enum wined3d_shader_rel_op 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
;
2985 FIXME("Unrecognized operator %#x.\n", op
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
;
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
);
3076 if(control_frame
->had_else
)
3078 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->no
.ifc
);
3082 shader_addline(buffer
, "#No else branch. else is endif\n");
3083 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
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
;
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
;
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
)
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");
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");
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
);
3202 shader_addline(buffer
, "MOV TA, %s;\n", zero
);
3205 shader_addline(buffer
, "MOV TA.yzw, %s;\n", zero
);
3208 shader_addline(buffer
, "MOV TA.zw, %s;\n", zero
);
3211 shader_addline(buffer
, "MOV TA.w, %s;\n", zero
);
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
);
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;
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;
3278 const char *blt_vprogram
=
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"
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
);
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
);
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");
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
;
3319 static const char * const blt_fprograms_full
[tex_type_count
] =
3326 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3327 "MOV result.depth.z, R0.x;\n"
3334 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3335 "MOV result.depth.z, R0.x;\n"
3340 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3341 "MOV result.depth.z, R0.x;\n"
3345 static const char * const blt_fprograms_masked
[tex_type_count
] =
3351 "PARAM mask = program.local[0];\n"
3353 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3354 "MUL R0.x, R0.x, R0.y;\n"
3356 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3357 "MOV result.depth.z, R0.x;\n"
3363 "PARAM mask = program.local[0];\n"
3365 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3366 "MUL R0.x, R0.x, R0.y;\n"
3368 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3369 "MOV result.depth.z, R0.x;\n"
3373 "PARAM mask = program.local[0];\n"
3375 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3376 "MUL R0.x, R0.x, R0.y;\n"
3378 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3379 "MOV result.depth.z, R0.x;\n"
3383 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3386 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type
);
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
);
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
);
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");
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 */
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
);
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
;
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]"
3482 const struct wined3d_shader_signature_element
*sig
= shader
->input_signature
;
3483 const char *semantic_name
;
3486 switch(args
->super
.vp_mode
)
3488 case pretransformed
:
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";
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
]);
3534 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
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";
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
;
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
;
3566 unsigned int i
, found
= 0;
3568 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3571 || (shader
->u
.ps
.color0_mov
&& i
== shader
->u
.ps
.color0_reg
)
3572 || (reg_maps
->shader_version
.major
< 2 && !i
))
3575 sprintf(srgbtmp
[found
], "R%u", i
);
3577 if (found
== 4) break;
3582 sprintf(srgbtmp
[0], "TA");
3583 sprintf(srgbtmp
[1], "TB");
3584 sprintf(srgbtmp
[2], "TC");
3585 sprintf(srgbtmp
[3], "TD");
3589 sprintf(srgbtmp
[1], "TA");
3590 sprintf(srgbtmp
[2], "TB");
3591 sprintf(srgbtmp
[3], "TC");
3594 sprintf(srgbtmp
[2], "TA");
3595 sprintf(srgbtmp
[3], "TB");
3598 sprintf(srgbtmp
[3], "TA");
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
;
3642 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3645 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\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
) {
3662 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3665 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3668 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
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");
3691 if (args
->super
.srgb_correction
)
3693 if (shader
->u
.ps
.color0_mov
)
3695 sprintf(fragcolor
, "R%u", shader
->u
.ps
.color0_reg
);
3699 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3700 strcpy(fragcolor
, "TMP_COLOR");
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
);
3760 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3761 control_values
[0], control_values
[1], control_values
[2]);
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
++);
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");
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
++;
3817 FIXME("No free constant found to load NP2 fixup data into shader. "
3818 "Sampling from this texture will probably look wrong.\n");
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
);
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
);
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 */
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
);
3892 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
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;
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;
3916 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3918 struct wined3d_shader_signature_element
*new;
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;
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
;
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
;
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
)
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"
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";
4035 priv_ctx
->vs_output
[i
] = "TA";
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
))
4082 priv_ctx
->fog_output
= decl_idx_to_string
[reg_idx
];
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";
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";
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
;
4146 DWORD next_local
, *lconst_map
= local_const_mapping(shader
);
4147 struct shader_arb_ctx_priv priv_ctx
;
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");
4174 priv_ctx
.target_version
= ARB
;
4177 shader_addline(buffer
, "TEMP TMP_OUT;\n");
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
);
4206 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
4207 control_values
[0], control_values
[1], control_values
[2]);
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
)
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
);
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
);
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 */
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
);
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
;
4312 struct arb_ps_compiled_shader
*new_array
;
4313 struct wined3d_shader_buffer buffer
;
4314 struct arb_pshader_private
*shader_data
;
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;
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);
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
));
4358 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4363 ERR("Out of memory\n");
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");
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
;
4409 struct arb_vs_compiled_shader
*new_array
;
4410 struct wined3d_shader_buffer buffer
;
4411 struct arb_vshader_private
*shader_data
;
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
));
4459 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4464 ERR("Out of memory\n");
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");
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
;
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
])
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
));
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;
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
;
4550 find_vs_compile_args(state
, shader
, &args
->super
);
4552 args
->clip
.boolclip_compare
= 0;
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;
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
));
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;
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
;
4627 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
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
);
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;
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");
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
);
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
;
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
);
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))");
4803 context_release(context
);
4806 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4807 HeapFree(GetProcessHeap(), 0, shader_data
);
4808 shader
->backend_data
= NULL
;
4812 struct arb_vshader_private
*shader_data
= shader
->backend_data
;
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
);
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))");
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
=
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
)
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
)
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");
4875 device
->shader_priv
= priv
;
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
);
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
;
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
]));
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
])
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
;
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");
4963 caps
->VertexShaderVersion
= 1;
4964 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4966 caps
->MaxVertexShaderConst
= vs_consts
;
4970 caps
->VertexShaderVersion
= 0;
4971 caps
->MaxVertexShaderConst
= 0;
4974 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
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
;
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");
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
;
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
))
5029 TRACE("[FAILED]\n");
5033 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
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;
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
;
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");
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];
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;
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]);
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]);
5247 FIXME("Unhandled shader type %#x.\n", reg_maps
->shader_version
.type
);
5252 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
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
));
5260 ERR("Out of memory\n");
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
);
5295 ERR("Out of memory\n");
5298 HeapFree(GetProcessHeap(), 0, (void *) dst_param
->reg
.rel_addr
);
5299 HeapFree(GetProcessHeap(), 0, dst_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
;
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
;
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
++;
5360 /* Don't bother recording when we're in a not used if branch */
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 */
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
;
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
5403 list_move_tail(©
, &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
;
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
)
5424 shader_addline(buffer
, "#Iteration %u, aL=%d\n", iteration
, aL
);
5428 shader_addline(buffer
, "#Iteration %u\n", iteration
);
5431 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, 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(©
);
5444 HeapFree(GetProcessHeap(), 0, control_frame
);
5445 return; /* Instruction is handled */
5449 /* This is a nested loop. Proceed to the normal recording function */
5450 HeapFree(GetProcessHeap(), 0, control_frame
);
5457 record_instruction(&priv
->record
, ins
);
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");
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
)
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 */
5529 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
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
);
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
,
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
,
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
;
5584 unsigned int num_textures_used
;
5587 /* Context activation and GL locking are done by the caller. */
5588 static void arbfp_enable(BOOL enable
)
5591 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5592 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
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
;
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
;
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
);
5633 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5634 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5635 HeapFree(GetProcessHeap(), 0, entry_arb
);
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
;
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
;
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
;
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
;
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
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 */
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
;
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 */
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
]);
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
)
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";
5841 case WINED3DTA_TEXTURE
:
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";
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");
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";
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";
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
);
5918 case WINED3D_TOP_DISABLE
:
5920 shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
5923 case WINED3D_TOP_SELECT_ARG2
:
5926 case WINED3D_TOP_SELECT_ARG1
:
5927 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
5930 case WINED3D_TOP_MODULATE_4X
:
5933 case WINED3D_TOP_MODULATE_2X
:
5935 if (!strcmp(dstreg
, "result.color"))
5938 mul_final_dest
= TRUE
;
5941 case WINED3D_TOP_MODULATE
:
5942 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5945 case WINED3D_TOP_ADD_SIGNED_2X
:
5947 if (!strcmp(dstreg
, "result.color"))
5950 mul_final_dest
= TRUE
;
5953 case WINED3D_TOP_ADD_SIGNED
:
5954 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5957 case WINED3D_TOP_ADD
:
5958 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5961 case WINED3D_TOP_SUBTRACT
:
5962 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
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
);
6010 case WINED3D_TOP_DOTPRODUCT3
:
6012 if (!strcmp(dstreg
, "result.color"))
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
);
6022 case WINED3D_TOP_MULTIPLY_ADD
:
6023 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
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
);
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 */
6037 FIXME("Unhandled texture op %08x\n", op
);
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
)
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];
6059 DWORD arg0
, arg1
, arg2
;
6060 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
6062 const char *final_combiner_src
= "ret";
6065 /* Find out which textures are read */
6066 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6068 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
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
)
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
;
6125 if (!shader_buffer_init(&buffer
))
6127 ERR("Failed to initialize shader buffer.\n");
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
));
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
])
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
)
6192 if(settings
->op
[stage
].projected
== proj_none
) {
6194 } else if(settings
->op
[stage
].projected
== proj_count4
||
6195 settings
->op
[stage
].projected
== proj_count3
) {
6198 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
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
);
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
);
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
);
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
)
6255 final_combiner_src
= "fragment.color.primary";
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
;
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
);
6283 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
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
);
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");
6305 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
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
);
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
);
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
);
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
;
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
);
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
);
6378 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
6381 ERR("Out of memory\n");
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
)
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
);
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
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
;
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
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
);
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
])
6462 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
6466 new_source
= FOGSOURCE_VS
;
6470 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
6471 new_source
= FOGSOURCE_COORD
;
6473 new_source
= FOGSOURCE_FFP
;
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
= {
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
;
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
;
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
);
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
)
6694 const char *tex
, *texinstr
;
6696 if (fixup
== COMPLEX_FIXUP_UYVY
) {
6704 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6705 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
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");
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:
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");
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
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
);
6778 static BOOL
gen_yv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
, char *luminance
)
6783 case GL_TEXTURE_2D
: tex
= "2D"; break;
6784 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6786 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
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 * +----------------------------------+----
6809 * +----------------+-----------------+----
6811 * | U even rows | U odd rows |
6813 * +----------------+------------------ -
6815 * | V even rows | V odd rows |
6817 * +----------------+-----------------+----
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
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");
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");
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");
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
);
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
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
);
6924 static GLuint
gen_p8_shader(struct arbfp_blit_priv
*priv
,
6925 const struct wined3d_gl_info
*gl_info
, GLenum textype
)
6928 struct wined3d_shader_buffer buffer
;
6932 if (!shader_buffer_init(&buffer
))
6934 ERR("Failed to initialize shader buffer.\n");
6939 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6940 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6943 shader_buffer_free(&buffer
);
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");
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");
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
);
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
;
6982 priv
->p8_2d_shader
= shader
;
6984 shader_buffer_free(&buffer
);
6990 /* Context activation is done by the caller. */
6991 static void upload_palette(const struct wined3d_surface
*surface
, struct wined3d_context
*context
)
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
);
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);
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
)
7041 struct wined3d_shader_buffer buffer
;
7042 char luminance_component
;
7046 if (!shader_buffer_init(&buffer
))
7048 ERR("Failed to initialize shader buffer.\n");
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)");
7059 shader_buffer_free(&buffer
);
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
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");
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
);
7119 case COMPLEX_FIXUP_YV12
:
7120 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
7122 shader_buffer_free(&buffer
);
7128 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
7129 shader_buffer_free(&buffer
);
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");
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
);
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
);
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
);
7171 case COMPLEX_FIXUP_YUY2
:
7172 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
7173 else priv
->yuy2_2d_shader
= shader
;
7176 case COMPLEX_FIXUP_UYVY
:
7177 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
7178 else priv
->uyvy_2d_shader
= shader
;
7181 case COMPLEX_FIXUP_YV12
:
7182 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
7183 else priv
->yv12_2d_shader
= shader
;
7186 ERR("Unsupported complex fixup: %d\n", yuv_fixup
);
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
)
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
)
7206 checkGLcall("glEnable(textype)");
7211 if (!is_complex_fixup(surface
->resource
.format
->color_fixup
))
7214 dump_color_fixup_desc(surface
->resource
.format
->color_fixup
);
7215 /* Don't bother setting up a shader for unconverted formats */
7218 checkGLcall("glEnable(textype)");
7223 fixup
= get_complex_fixup(surface
->resource
.format
->color_fixup
);
7227 case COMPLEX_FIXUP_YUY2
:
7228 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
7231 case COMPLEX_FIXUP_UYVY
:
7232 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
7235 case COMPLEX_FIXUP_YV12
:
7236 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
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
);
7247 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup
);
7250 checkGLcall("glEnable(textype)");
7255 if (!shader
) shader
= gen_yuv_shader(priv
, gl_info
, fixup
, textype
);
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");
7269 /* Context activation is done by the caller. */
7270 static void arbfp_blit_unset(const struct wined3d_gl_info
*gl_info
)
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)");
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
])
7299 if (blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT
)
7301 TRACE("Unsupported blit_op=%d\n", blit_op
);
7305 if (src_pool
== WINED3D_POOL_SYSTEM_MEM
|| dst_pool
== WINED3D_POOL_SYSTEM_MEM
)
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");
7321 if (is_identity_fixup(src_format
->color_fixup
))
7327 /* We only support YUV conversions. */
7328 if (!is_complex_fixup(src_format
->color_fixup
))
7330 TRACE("[FAILED]\n");
7336 case COMPLEX_FIXUP_YUY2
:
7337 case COMPLEX_FIXUP_UYVY
:
7338 case COMPLEX_FIXUP_YV12
:
7339 case COMPLEX_FIXUP_P8
:
7344 FIXME("Unsupported YUV fixup %#x\n", src_fixup
);
7345 TRACE("[FAILED]\n");
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
;
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
);
7386 /* Draw a textured quad */
7387 draw_textured_quad(src_surface
, context
, &src_rect
, &dst_rect
, filter
);
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
);
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
= {
7426 arbfp_blit_supported
,
7427 arbfp_blit_color_fill
,
7428 arbfp_blit_depth_fill
,