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
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
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
);
81 /* GL locking for state handlers is done by the caller. */
82 static BOOL
need_rel_addr_const(IWineD3DBaseShaderImpl
*shader
, const struct wined3d_gl_info
*gl_info
)
84 if (shader
->baseShader
.reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
86 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
) return TRUE
;
88 if (!shader
->baseShader
.reg_maps
.usesmova
) return FALSE
;
89 return !gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
];
92 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
93 static inline BOOL
use_nv_clip(const struct wined3d_gl_info
*gl_info
)
95 return gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]
96 && !(gl_info
->quirks
& WINED3D_QUIRK_NV_CLIP_BROKEN
);
99 static BOOL
need_helper_const(IWineD3DBaseShaderImpl
*shader
, const struct wined3d_gl_info
*gl_info
)
101 if (need_rel_addr_const(shader
, gl_info
)) return TRUE
;
102 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
]) return TRUE
; /* Need to init colors. */
103 if (gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
) return TRUE
; /* Load the immval offset. */
104 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) return TRUE
; /* Have to init texcoords. */
105 if (!use_nv_clip(gl_info
)) return TRUE
; /* Init the clip texcoord */
106 if (shader
->baseShader
.reg_maps
.usesnrm
) return TRUE
; /* 0.0 */
107 if (shader
->baseShader
.reg_maps
.usesrcp
) return TRUE
; /* EPS */
111 static unsigned int reserved_vs_const(IWineD3DBaseShaderImpl
*shader
, const struct wined3d_gl_info
*gl_info
)
113 unsigned int ret
= 1;
114 /* We use one PARAM for the pos fixup, and in some cases one to load
115 * some immediate values into the shader
117 if(need_helper_const(shader
, gl_info
)) ret
++;
118 if(need_rel_addr_const(shader
, gl_info
)) ret
++;
122 enum arb_helper_value
133 static const char *arb_get_helper_value(enum wined3d_shader_type shader
, enum arb_helper_value value
)
135 if (shader
== WINED3D_SHADER_TYPE_GEOMETRY
)
137 ERR("Geometry shaders are unsupported\n");
141 if (shader
== WINED3D_SHADER_TYPE_PIXEL
)
145 case ARB_ZERO
: return "ps_helper_const.x";
146 case ARB_ONE
: return "ps_helper_const.y";
147 case ARB_TWO
: return "coefmul.x";
148 case ARB_0001
: return "helper_const.xxxy";
149 case ARB_EPS
: return "ps_helper_const.z";
157 case ARB_ZERO
: return "helper_const.x";
158 case ARB_ONE
: return "helper_const.y";
159 case ARB_TWO
: return "helper_const.z";
160 case ARB_EPS
: return "helper_const.w";
161 case ARB_0001
: return "helper_const.xxxy";
162 case ARB_VS_REL_OFFSET
: return "rel_addr_const.y";
165 FIXME("Unmanaged %s shader helper constant requested: %u\n",
166 shader
== WINED3D_SHADER_TYPE_PIXEL
? "pixel" : "vertex", value
);
169 case ARB_ZERO
: return "0.0";
170 case ARB_ONE
: return "1.0";
171 case ARB_TWO
: return "2.0";
172 case ARB_0001
: return "{0.0, 0.0, 0.0, 1.0}";
173 case ARB_EPS
: return "1e-8";
174 default: return "bad";
178 static inline BOOL
ffp_clip_emul(IWineD3DStateBlockImpl
*stateblock
)
180 return stateblock
->state
.lowest_disabled_stage
< 7;
183 /* ARB_program_shader private data */
202 struct wined3d_shader_loop_control loop_control
;
206 struct arb_ps_np2fixup_info
208 struct ps_np2fixup_info super
;
209 /* For ARB we need a offset value:
210 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
211 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
212 * array we need an offset to the index inside the program local parameter array. */
216 struct arb_ps_compile_args
218 struct ps_compile_args super
;
220 WORD clip
; /* only a boolean, use a WORD for alignment */
221 unsigned char loop_ctrl
[MAX_CONST_I
][3];
224 struct stb_const_desc
226 unsigned char texunit
;
230 struct arb_ps_compiled_shader
232 struct arb_ps_compile_args args
;
233 struct arb_ps_np2fixup_info np2fixup_info
;
234 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
235 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
236 UINT int_consts
[MAX_CONST_I
];
239 unsigned char numbumpenvmatconsts
;
243 struct arb_vs_compile_args
245 struct vs_compile_args super
;
251 unsigned char clip_texcoord
;
252 unsigned char clipplane_mask
;
254 DWORD boolclip_compare
;
259 unsigned char samplers
[4];
260 DWORD samplers_compare
;
262 unsigned char loop_ctrl
[MAX_CONST_I
][3];
265 struct arb_vs_compiled_shader
267 struct arb_vs_compile_args args
;
269 UINT int_consts
[MAX_CONST_I
];
271 char need_color_unclamp
;
275 struct recorded_instruction
277 struct wined3d_shader_instruction ins
;
281 struct shader_arb_ctx_priv
286 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
288 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
290 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
294 const struct arb_vs_compile_args
*cur_vs_args
;
295 const struct arb_ps_compile_args
*cur_ps_args
;
296 const struct arb_ps_compiled_shader
*compiled_fprog
;
297 const struct arb_vs_compiled_shader
*compiled_vprog
;
298 struct arb_ps_np2fixup_info
*cur_np2fixup_info
;
299 struct list control_frames
;
303 unsigned int num_loops
, loop_depth
, num_ifcs
;
306 unsigned int vs_clipplanes
;
310 /* For 3.0 vertex shaders */
311 const char *vs_output
[MAX_REG_OUTPUT
];
312 /* For 2.x and earlier vertex shaders */
313 const char *texcrd_output
[8], *color_output
[2], *fog_output
;
315 /* 3.0 pshader input for compatibility with fixed function */
316 const char *ps_input
[MAX_REG_INPUT
];
321 struct wined3d_shader_signature_element
*sig
;
323 struct wine_rb_entry entry
;
326 struct arb_pshader_private
{
327 struct arb_ps_compiled_shader
*gl_shaders
;
328 UINT num_gl_shaders
, shader_array_size
;
329 BOOL has_signature_idx
;
330 DWORD input_signature_idx
;
331 DWORD clipplane_emulation
;
335 struct arb_vshader_private
{
336 struct arb_vs_compiled_shader
*gl_shaders
;
337 UINT num_gl_shaders
, shader_array_size
;
340 struct shader_arb_priv
342 GLuint current_vprogram_id
;
343 GLuint current_fprogram_id
;
344 const struct arb_ps_compiled_shader
*compiled_fprog
;
345 const struct arb_vs_compiled_shader
*compiled_vprog
;
346 GLuint depth_blt_vprogram_id
;
347 GLuint depth_blt_fprogram_id_full
[tex_type_count
];
348 GLuint depth_blt_fprogram_id_masked
[tex_type_count
];
349 BOOL use_arbfp_fixed_func
;
350 struct wine_rb_tree fragment_shaders
;
351 BOOL last_ps_const_clamped
;
352 BOOL last_vs_color_unclamp
;
354 struct wine_rb_tree signature_tree
;
358 /********************************************************
359 * ARB_[vertex/fragment]_program helper functions follow
360 ********************************************************/
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(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
370 GLuint target_type
, unsigned int max_constants
, const float *constants
, char *dirty_consts
)
372 local_constant
* lconst
;
376 if (TRACE_ON(d3d_constants
))
378 for(i
= 0; i
< max_constants
; i
++) {
379 if(!dirty_consts
[i
]) continue;
380 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
381 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
382 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
388 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
389 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& This
->baseShader
.reg_maps
.shader_version
.major
== 1)
392 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
393 * shaders, the first 8 constants are marked dirty for reload
395 for(; i
< min(8, max_constants
); i
++) {
396 if(!dirty_consts
[i
]) continue;
400 if (constants
[j
+ 0] > 1.0f
) lcl_const
[0] = 1.0f
;
401 else if (constants
[j
+ 0] < -1.0f
) lcl_const
[0] = -1.0f
;
402 else lcl_const
[0] = constants
[j
+ 0];
404 if (constants
[j
+ 1] > 1.0f
) lcl_const
[1] = 1.0f
;
405 else if (constants
[j
+ 1] < -1.0f
) lcl_const
[1] = -1.0f
;
406 else lcl_const
[1] = constants
[j
+ 1];
408 if (constants
[j
+ 2] > 1.0f
) lcl_const
[2] = 1.0f
;
409 else if (constants
[j
+ 2] < -1.0f
) lcl_const
[2] = -1.0f
;
410 else lcl_const
[2] = constants
[j
+ 2];
412 if (constants
[j
+ 3] > 1.0f
) lcl_const
[3] = 1.0f
;
413 else if (constants
[j
+ 3] < -1.0f
) lcl_const
[3] = -1.0f
;
414 else lcl_const
[3] = constants
[j
+ 3];
416 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
419 /* If further constants are dirty, reload them without clamping.
421 * The alternative is not to touch them, but then we cannot reset the dirty constant count
422 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
423 * above would always re-check the first 8 constants since max_constant remains at the init
428 if (gl_info
->supported
[EXT_GPU_PROGRAM_PARAMETERS
])
430 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
431 * or just reloading *all* constants at once
433 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
435 for(; i
< max_constants
; i
++) {
436 if(!dirty_consts
[i
]) continue;
438 /* Find the next block of dirty constants */
441 for(i
++; (i
< max_constants
) && dirty_consts
[i
]; i
++) {
445 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, constants
+ (j
* 4)));
448 for(; i
< max_constants
; i
++) {
449 if(dirty_consts
[i
]) {
451 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, constants
+ (i
* 4)));
455 checkGLcall("glProgramEnvParameter4fvARB()");
457 /* Load immediate constants */
458 if(This
->baseShader
.load_local_constsF
) {
459 if (TRACE_ON(d3d_shader
)) {
460 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
461 GLfloat
* values
= (GLfloat
*)lconst
->value
;
462 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
463 values
[0], values
[1], values
[2], values
[3]);
466 /* Immediate constants are clamped for 1.X shaders at loading times */
468 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
469 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
470 ret
= max(ret
, lconst
->idx
+ 1);
471 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
473 checkGLcall("glProgramEnvParameter4fvARB()");
474 return ret
; /* The loaded immediate constants need reloading for the next shader */
476 return 0; /* No constants are dirty now */
481 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
483 static void shader_arb_load_np2fixup_constants(
484 IWineD3DDevice
* device
,
486 char useVertexShader
) {
488 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
489 const struct shader_arb_priv
* const priv
= (const struct shader_arb_priv
*) deviceImpl
->shader_priv
;
490 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
491 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
493 if (!usePixelShader
) {
494 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
498 if (priv
->compiled_fprog
&& priv
->compiled_fprog
->np2fixup_info
.super
.active
) {
499 const struct arb_ps_np2fixup_info
* const fixup
= &priv
->compiled_fprog
->np2fixup_info
;
501 WORD active
= fixup
->super
.active
;
502 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
504 for (i
= 0; active
; active
>>= 1, ++i
) {
505 const unsigned char idx
= fixup
->super
.idx
[i
];
506 const IWineD3DBaseTextureImpl
*tex
= stateBlock
->state
.textures
[i
];
507 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
509 if (!(active
& 1)) continue;
512 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
517 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
519 tex_dim
[0] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[1] = tex
->baseTexture
.pow2Matrix
[5];
523 for (i
= 0; i
< fixup
->super
.num_consts
; ++i
) {
524 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
525 fixup
->offset
+ i
, &np2fixup_constants
[i
* 4]));
530 /* GL locking is done by the caller. */
531 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl
* deviceImpl
)
533 const struct wined3d_context
*context
= context_get_current();
534 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
535 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
537 struct shader_arb_priv
*priv
= deviceImpl
->shader_priv
;
538 const struct arb_ps_compiled_shader
*gl_shader
= priv
->compiled_fprog
;
540 for(i
= 0; i
< gl_shader
->numbumpenvmatconsts
; i
++)
542 int texunit
= gl_shader
->bumpenvmatconst
[i
].texunit
;
544 /* The state manager takes care that this function is always called if the bump env matrix changes */
545 const float *data
= (const float *)&stateBlock
->state
.texture_states
[texunit
][WINED3DTSS_BUMPENVMAT00
];
546 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
547 gl_shader
->bumpenvmatconst
[i
].const_num
, data
));
549 if (gl_shader
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
551 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
552 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
553 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
554 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
556 const float *scale
= (const float *)&stateBlock
->state
.texture_states
[texunit
][WINED3DTSS_BUMPENVLSCALE
];
557 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
558 gl_shader
->luminanceconst
[i
].const_num
, scale
));
561 checkGLcall("Load bumpmap consts");
563 if(gl_shader
->ycorrection
!= WINED3D_CONST_NUM_UNUSED
)
565 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
566 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
571 val
[0] = context
->render_offscreen
? 0.0f
572 : deviceImpl
->render_targets
[0]->currentDesc
.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)stateBlock
->state
.ps_consts_i
[4 * i
];
588 val
[1] = (float)stateBlock
->state
.ps_consts_i
[4 * i
+ 1];
589 val
[2] = (float)stateBlock
->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 inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl
* deviceImpl
)
601 IWineD3DStateBlockImpl
* stateBlock
;
602 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
604 struct shader_arb_priv
*priv
= deviceImpl
->shader_priv
;
605 const struct arb_vs_compiled_shader
*gl_shader
= priv
->compiled_vprog
;
607 /* Upload the position fixup */
608 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->pos_fixup
, deviceImpl
->posFixup
));
610 if (!gl_shader
->num_int_consts
) return;
612 stateBlock
= deviceImpl
->stateBlock
;
614 for(i
= 0; i
< MAX_CONST_I
; i
++)
616 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
619 val
[0] = (float)stateBlock
->state
.vs_consts_i
[4 * i
];
620 val
[1] = (float)stateBlock
->state
.vs_consts_i
[4 * i
+ 1];
621 val
[2] = (float)stateBlock
->state
.vs_consts_i
[4 * i
+ 2];
624 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
627 checkGLcall("Load vs int consts");
631 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
633 * We only support float constants in ARB at the moment, so don't
634 * worry about the Integers or Booleans
636 /* GL locking is done by the caller (state handler) */
637 static void shader_arb_load_constants(const struct wined3d_context
*context
, char usePixelShader
, char useVertexShader
)
639 IWineD3DDeviceImpl
*device
= context
->swapchain
->device
;
640 IWineD3DStateBlockImpl
* stateBlock
= device
->stateBlock
;
641 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
645 IWineD3DBaseShaderImpl
*vshader
= (IWineD3DBaseShaderImpl
*)stateBlock
->state
.vertex_shader
;
647 /* Load DirectX 9 float constants for vertex shader */
648 device
->highest_dirty_vs_const
= shader_arb_load_constantsF(vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
649 device
->highest_dirty_vs_const
, stateBlock
->state
.vs_consts_f
, context
->vshader_const_dirty
);
650 shader_arb_vs_local_constants(device
);
655 IWineD3DBaseShaderImpl
*pshader
= (IWineD3DBaseShaderImpl
*)stateBlock
->state
.pixel_shader
;
657 /* Load DirectX 9 float constants for pixel shader */
658 device
->highest_dirty_ps_const
= shader_arb_load_constantsF(pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
659 device
->highest_dirty_ps_const
, stateBlock
->state
.ps_consts_f
, context
->pshader_const_dirty
);
660 shader_arb_ps_local_constants(device
);
664 static void shader_arb_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
666 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
667 struct wined3d_context
*context
= context_get_current();
669 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
670 * context. On a context switch the old context will be fully dirtified */
671 if (!context
|| context
->swapchain
->device
!= This
) return;
673 memset(context
->vshader_const_dirty
+ start
, 1, sizeof(*context
->vshader_const_dirty
) * count
);
674 This
->highest_dirty_vs_const
= max(This
->highest_dirty_vs_const
, start
+ count
);
677 static void shader_arb_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
679 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
680 struct wined3d_context
*context
= context_get_current();
682 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
683 * context. On a context switch the old context will be fully dirtified */
684 if (!context
|| context
->swapchain
->device
!= This
) return;
686 memset(context
->pshader_const_dirty
+ start
, 1, sizeof(*context
->pshader_const_dirty
) * count
);
687 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, start
+ count
);
690 static DWORD
*local_const_mapping(IWineD3DBaseShaderImpl
*This
)
694 const local_constant
*lconst
;
696 if(This
->baseShader
.load_local_constsF
|| list_empty(&This
->baseShader
.constantsF
)) return NULL
;
698 ret
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * This
->baseShader
.limits
.constant_float
);
700 ERR("Out of memory\n");
704 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
705 ret
[lconst
->idx
] = idx
++;
710 /* Generate the variable & register declarations for the ARB_vertex_program output target */
711 static DWORD
shader_generate_arb_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
712 struct wined3d_shader_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
, DWORD
*lconst_map
,
713 DWORD
*num_clipplanes
, struct shader_arb_ctx_priv
*ctx
)
715 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
716 DWORD i
, next_local
= 0;
717 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
718 unsigned max_constantsF
;
719 const local_constant
*lconst
;
722 /* In pixel shaders, all private constants are program local, we don't need anything
723 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
724 * If we need a private constant the GL implementation will squeeze it in somewhere
726 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
727 * immediate values. The posFixup is loaded using program.env for now, so always
728 * subtract one from the number of constants. If the shader uses indirect addressing,
729 * account for the helper const too because we have to declare all availabke d3d constants
730 * and don't know which are actually used.
734 max_constantsF
= gl_info
->limits
.arb_ps_native_constants
;
735 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
736 if (max_constantsF
< 24)
737 max_constantsF
= gl_info
->limits
.arb_ps_float_constants
;
741 max_constantsF
= gl_info
->limits
.arb_vs_native_constants
;
742 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
743 * Also prevents max_constantsF from becoming less than 0 and
745 if (max_constantsF
< 96)
746 max_constantsF
= gl_info
->limits
.arb_vs_float_constants
;
748 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
749 DWORD highest_constf
= 0, clip_limit
;
751 max_constantsF
-= reserved_vs_const(This
, gl_info
);
752 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.integer_constants
);
754 for(i
= 0; i
< This
->baseShader
.limits
.constant_float
; i
++)
757 DWORD shift
= i
& 0x1f;
758 if(reg_maps
->constf
[idx
] & (1 << shift
)) highest_constf
= i
;
761 if(use_nv_clip(gl_info
) && ctx
->target_version
>= NV2
)
763 if(ctx
->cur_vs_args
->super
.clip_enabled
)
764 clip_limit
= gl_info
->limits
.clipplanes
;
770 unsigned int mask
= ctx
->cur_vs_args
->clip
.boolclip
.clipplane_mask
;
771 clip_limit
= min(count_bits(mask
), 4);
773 *num_clipplanes
= min(clip_limit
, max_constantsF
- highest_constf
- 1);
774 max_constantsF
-= *num_clipplanes
;
775 if(*num_clipplanes
< clip_limit
)
777 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes
, gl_info
->limits
.clipplanes
);
782 if (ctx
->target_version
>= NV2
) *num_clipplanes
= gl_info
->limits
.clipplanes
;
783 else *num_clipplanes
= min(gl_info
->limits
.clipplanes
, 4);
787 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
789 if (map
& 1) shader_addline(buffer
, "TEMP R%u;\n", i
);
792 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
794 if (map
& 1) shader_addline(buffer
, "ADDRESS A%u;\n", i
);
797 if (pshader
&& reg_maps
->shader_version
.major
== 1 && reg_maps
->shader_version
.minor
<= 3)
799 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
801 if (map
& 1) shader_addline(buffer
, "TEMP T%u;\n", i
);
805 /* Load local constants using the program-local space,
806 * this avoids reloading them each time the shader is used
809 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
810 shader_addline(buffer
, "PARAM C%u = program.local[%u];\n", lconst
->idx
,
811 lconst_map
[lconst
->idx
]);
812 next_local
= max(next_local
, lconst_map
[lconst
->idx
] + 1);
816 /* After subtracting privately used constants from the hardware limit(they are loaded as
817 * local constants), make sure the shader doesn't violate the env constant limit
821 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
825 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_vs_float_constants
);
828 /* Avoid declaring more constants than needed */
829 max_constantsF
= min(max_constantsF
, This
->baseShader
.limits
.constant_float
);
831 /* we use the array-based constants array if the local constants are marked for loading,
832 * because then we use indirect addressing, or when the local constant list is empty,
833 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
834 * local constants do not declare the loaded constants as an array because ARB compilers usually
835 * do not optimize unused constants away
837 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
838 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
839 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
840 max_constantsF
, max_constantsF
- 1);
842 for(i
= 0; i
< max_constantsF
; i
++) {
845 mask
= 1 << (i
& 0x1f);
846 if(!shader_constant_is_local(This
, i
) && (This
->baseShader
.reg_maps
.constf
[idx
] & mask
)) {
847 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
855 static const char * const shift_tab
[] = {
856 "dummy", /* 0 (none) */
857 "coefmul.x", /* 1 (x2) */
858 "coefmul.y", /* 2 (x4) */
859 "coefmul.z", /* 3 (x8) */
860 "coefmul.w", /* 4 (x16) */
861 "dummy", /* 5 (x32) */
862 "dummy", /* 6 (x64) */
863 "dummy", /* 7 (x128) */
864 "dummy", /* 8 (d256) */
865 "dummy", /* 9 (d128) */
866 "dummy", /* 10 (d64) */
867 "dummy", /* 11 (d32) */
868 "coefdiv.w", /* 12 (d16) */
869 "coefdiv.z", /* 13 (d8) */
870 "coefdiv.y", /* 14 (d4) */
871 "coefdiv.x" /* 15 (d2) */
874 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
875 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
877 char *ptr
= write_mask
;
879 if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
882 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
883 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
884 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
885 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
891 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param
*param
, BOOL fixup
, char *swizzle_str
)
893 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
894 * but addressed as "rgba". To fix this we need to swap the register's x
895 * and z components. */
896 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
897 char *ptr
= swizzle_str
;
899 /* swizzle bits fields: wwzzyyxx */
900 DWORD swizzle
= param
->swizzle
;
901 DWORD swizzle_x
= swizzle
& 0x03;
902 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
903 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
904 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
906 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
907 * generate a swizzle string. Unless we need to our own swizzling. */
908 if (swizzle
!= WINED3DSP_NOSWIZZLE
|| fixup
)
911 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
912 *ptr
++ = swizzle_chars
[swizzle_x
];
914 *ptr
++ = swizzle_chars
[swizzle_x
];
915 *ptr
++ = swizzle_chars
[swizzle_y
];
916 *ptr
++ = swizzle_chars
[swizzle_z
];
917 *ptr
++ = swizzle_chars
[swizzle_w
];
924 static void shader_arb_request_a0(const struct wined3d_shader_instruction
*ins
, const char *src
)
926 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
927 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
929 if (!strcmp(priv
->addr_reg
, src
)) return;
931 strcpy(priv
->addr_reg
, src
);
932 shader_addline(buffer
, "ARL A0.x, %s;\n", src
);
935 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
936 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
);
938 static void shader_arb_get_register_name(const struct wined3d_shader_instruction
*ins
,
939 const struct wined3d_shader_register
*reg
, char *register_name
, BOOL
*is_color
)
941 /* oPos, oFog and oPts in D3D */
942 static const char * const rastout_reg_names
[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
943 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
944 BOOL pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
945 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
951 case WINED3DSPR_TEMP
:
952 sprintf(register_name
, "R%u", reg
->idx
);
955 case WINED3DSPR_INPUT
:
958 if(This
->baseShader
.reg_maps
.shader_version
.major
< 3)
960 if (!reg
->idx
) strcpy(register_name
, "fragment.color.primary");
961 else strcpy(register_name
, "fragment.color.secondary");
968 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
970 if (!strcmp(rel_reg
, "**aL_emul**"))
972 DWORD idx
= ctx
->aL
+ reg
->idx
;
973 if(idx
< MAX_REG_INPUT
)
975 strcpy(register_name
, ctx
->ps_input
[idx
]);
979 ERR("Pixel shader input register out of bounds: %u\n", idx
);
980 sprintf(register_name
, "out_of_bounds_%u", idx
);
983 else if(This
->baseShader
.reg_maps
.input_registers
& 0x0300)
985 /* There are two ways basically:
987 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
988 * That means trouble if the loop also contains a breakc or if the control values
989 * aren't local constants.
990 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
991 * source dynamically. The trouble is that we cannot simply read aL.y because it
992 * is an ADDRESS register. We could however push it, load .zw with a value and use
993 * ADAC to load the condition code register and pop it again afterwards
995 FIXME("Relative input register addressing with more than 8 registers\n");
997 /* This is better than nothing for now */
998 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
1000 else if(ctx
->cur_ps_args
->super
.vp_mode
!= vertexshader
)
1002 /* This is problematic because we'd have to consult the ctx->ps_input strings
1003 * for where to find the varying. Some may be "0.0", others can be texcoords or
1004 * colors. This needs either a pipeline replacement to make the vertex shader feed
1005 * proper varyings, or loop unrolling
1007 * For now use the texcoords and hope for the best
1009 FIXME("Non-vertex shader varying input with indirect addressing\n");
1010 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
1014 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1015 * pulls GL_NV_fragment_program2 in
1017 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
);
1022 if(reg
->idx
< MAX_REG_INPUT
)
1024 strcpy(register_name
, ctx
->ps_input
[reg
->idx
]);
1028 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
);
1029 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
);
1036 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1037 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
);
1041 case WINED3DSPR_CONST
:
1042 if (!pshader
&& reg
->rel_addr
)
1046 UINT rel_offset
= ((IWineD3DVertexShaderImpl
*)This
)->rel_offset
;
1047 if(This
->baseShader
.reg_maps
.shader_version
.major
< 2) {
1048 sprintf(rel_reg
, "A0.x");
1050 shader_arb_get_src_param(ins
, reg
->rel_addr
, 0, rel_reg
);
1051 if(ctx
->target_version
== ARB
) {
1052 if (!strcmp(rel_reg
, "**aL_emul**"))
1056 shader_arb_request_a0(ins
, rel_reg
);
1057 sprintf(rel_reg
, "A0.x");
1062 sprintf(register_name
, "C[%u]", ctx
->aL
+ reg
->idx
);
1063 else if (reg
->idx
>= rel_offset
)
1064 sprintf(register_name
, "C[%s + %u]", rel_reg
, reg
->idx
- rel_offset
);
1066 sprintf(register_name
, "C[%s - %u]", rel_reg
, rel_offset
- reg
->idx
);
1070 if (This
->baseShader
.reg_maps
.usesrelconstF
)
1071 sprintf(register_name
, "C[%u]", reg
->idx
);
1073 sprintf(register_name
, "C%u", reg
->idx
);
1077 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1079 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 &&
1080 This
->baseShader
.reg_maps
.shader_version
.minor
<= 3) {
1081 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1082 * and as source to most instructions. For some instructions it is the texcoord
1083 * input. Those instructions know about the special use
1085 sprintf(register_name
, "T%u", reg
->idx
);
1087 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1088 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
);
1093 if(This
->baseShader
.reg_maps
.shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
1095 sprintf(register_name
, "A%u", reg
->idx
);
1099 sprintf(register_name
, "A%u_SHADOW", reg
->idx
);
1104 case WINED3DSPR_COLOROUT
:
1105 if (ctx
->cur_ps_args
->super
.srgb_correction
&& !reg
->idx
)
1107 strcpy(register_name
, "TMP_COLOR");
1111 if(ctx
->cur_ps_args
->super
.srgb_correction
) FIXME("sRGB correction on higher render targets\n");
1112 if(This
->baseShader
.reg_maps
.highest_render_target
> 0)
1114 sprintf(register_name
, "result.color[%u]", reg
->idx
);
1118 strcpy(register_name
, "result.color");
1123 case WINED3DSPR_RASTOUT
:
1124 if(reg
->idx
== 1) sprintf(register_name
, "%s", ctx
->fog_output
);
1125 else sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
]);
1128 case WINED3DSPR_DEPTHOUT
:
1129 strcpy(register_name
, "result.depth");
1132 case WINED3DSPR_ATTROUT
:
1133 /* case WINED3DSPR_OUTPUT: */
1134 if (pshader
) sprintf(register_name
, "oD[%u]", reg
->idx
);
1135 else strcpy(register_name
, ctx
->color_output
[reg
->idx
]);
1138 case WINED3DSPR_TEXCRDOUT
:
1141 sprintf(register_name
, "oT[%u]", reg
->idx
);
1145 if(This
->baseShader
.reg_maps
.shader_version
.major
< 3)
1147 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
]);
1151 strcpy(register_name
, ctx
->vs_output
[reg
->idx
]);
1156 case WINED3DSPR_LOOP
:
1157 if(ctx
->target_version
>= NV2
)
1159 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1160 if(pshader
) sprintf(register_name
, "A0.x");
1161 else sprintf(register_name
, "aL.y");
1165 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1166 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1167 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1168 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1171 sprintf(register_name
, "**aL_emul**");
1176 case WINED3DSPR_CONSTINT
:
1177 sprintf(register_name
, "I%u", reg
->idx
);
1180 case WINED3DSPR_MISCTYPE
:
1183 sprintf(register_name
, "vpos");
1185 else if(reg
->idx
== 1)
1187 sprintf(register_name
, "fragment.facing.x");
1191 FIXME("Unknown MISCTYPE register index %u\n", reg
->idx
);
1196 FIXME("Unhandled register type %#x[%u]\n", reg
->type
, reg
->idx
);
1197 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
);
1202 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction
*ins
,
1203 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
1205 char register_name
[255];
1209 shader_arb_get_register_name(ins
, &wined3d_dst
->reg
, register_name
, &is_color
);
1210 strcpy(str
, register_name
);
1212 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
1213 strcat(str
, write_mask
);
1216 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
1218 switch(channel_source
)
1220 case CHANNEL_SOURCE_ZERO
: return "0";
1221 case CHANNEL_SOURCE_ONE
: return "1";
1222 case CHANNEL_SOURCE_X
: return "x";
1223 case CHANNEL_SOURCE_Y
: return "y";
1224 case CHANNEL_SOURCE_Z
: return "z";
1225 case CHANNEL_SOURCE_W
: return "w";
1227 FIXME("Unhandled channel source %#x\n", channel_source
);
1232 static void gen_color_correction(struct wined3d_shader_buffer
*buffer
, const char *reg
,
1233 DWORD dst_mask
, const char *one
, const char *two
, struct color_fixup_desc fixup
)
1237 if (is_complex_fixup(fixup
))
1239 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1240 FIXME("Complex fixup (%#x) not supported\n", complex_fixup
);
1245 if (fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1246 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1247 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1248 if (fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1253 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", reg
, reg
,
1254 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
1255 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
1259 if (fixup
.x_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_0
;
1260 if (fixup
.y_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_1
;
1261 if (fixup
.z_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_2
;
1262 if (fixup
.w_sign_fixup
) mask
|= WINED3DSP_WRITEMASK_3
;
1268 char *ptr
= reg_mask
;
1270 if (mask
!= WINED3DSP_WRITEMASK_ALL
)
1273 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1274 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1275 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1276 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1280 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", reg
, reg_mask
, reg
, two
, one
);
1284 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction
*ins
)
1287 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1288 if (!ins
->dst_count
) return "";
1290 mod
= ins
->dst
[0].modifiers
;
1292 /* Silently ignore PARTIALPRECISION if its not supported */
1293 if(priv
->target_version
== ARB
) mod
&= ~WINED3DSPDM_PARTIALPRECISION
;
1295 if(mod
& WINED3DSPDM_MSAMPCENTROID
)
1297 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1298 mod
&= ~WINED3DSPDM_MSAMPCENTROID
;
1303 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1306 case WINED3DSPDM_SATURATE
:
1309 case WINED3DSPDM_PARTIALPRECISION
:
1316 FIXME("Unknown modifiers 0x%08x\n", mod
);
1321 #define TEX_PROJ 0x1
1322 #define TEX_BIAS 0x2
1324 #define TEX_DERIV 0x10
1326 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
1327 const char *dst_str
, const char *coord_reg
, WORD flags
, const char *dsx
, const char *dsy
)
1329 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1330 DWORD sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
1331 IWineD3DBaseTextureImpl
*texture
;
1332 const char *tex_type
;
1333 BOOL np2_fixup
= FALSE
;
1334 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1335 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1336 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1338 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
1340 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1341 if(!pshader
) sampler_idx
+= MAX_FRAGMENT_SAMPLERS
;
1343 switch(sampler_type
) {
1349 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
1350 if (texture
&& texture
->baseTexture
.target
== GL_TEXTURE_RECTANGLE_ARB
)
1356 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1358 if (priv
->cur_np2fixup_info
->super
.active
& (1 << sampler_idx
))
1360 if (flags
) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1361 else np2_fixup
= TRUE
;
1366 case WINED3DSTT_VOLUME
:
1370 case WINED3DSTT_CUBE
:
1375 ERR("Unexpected texture type %d\n", sampler_type
);
1379 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1380 * so don't use shader_arb_get_modifier
1382 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) mod
= "_SAT";
1385 /* Fragment samplers always have indentity mapping */
1386 if(sampler_idx
>= MAX_FRAGMENT_SAMPLERS
)
1388 sampler_idx
= priv
->cur_vs_args
->vertex
.samplers
[sampler_idx
- MAX_FRAGMENT_SAMPLERS
];
1391 if (flags
& TEX_DERIV
)
1393 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with custom derivatives\n");
1394 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with custom derivatives\n");
1395 shader_addline(buffer
, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1396 dsx
, dsy
,sampler_idx
, tex_type
);
1398 else if(flags
& TEX_LOD
)
1400 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with explicit lod\n");
1401 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with explicit lod\n");
1402 shader_addline(buffer
, "TXL%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
,
1403 sampler_idx
, tex_type
);
1405 else if (flags
& TEX_BIAS
)
1407 /* Shouldn't be possible, but let's check for it */
1408 if(flags
& TEX_PROJ
) FIXME("Biased and Projected texture sampling\n");
1409 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1410 shader_addline(buffer
, "TXB%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1412 else if (flags
& TEX_PROJ
)
1414 shader_addline(buffer
, "TXP%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1420 const unsigned char idx
= priv
->cur_np2fixup_info
->super
.idx
[sampler_idx
];
1421 shader_addline(buffer
, "MUL TA, np2fixup[%u].%s, %s;\n", idx
>> 1,
1422 (idx
% 2) ? "zwxy" : "xyzw", coord_reg
);
1424 shader_addline(buffer
, "TEX%s %s, TA, texture[%u], %s;\n", mod
, dst_str
, sampler_idx
, tex_type
);
1427 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, dst_str
, coord_reg
, sampler_idx
, tex_type
);
1432 gen_color_correction(buffer
, dst_str
, ins
->dst
[0].write_mask
,
1433 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_ONE
),
1434 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_TWO
),
1435 priv
->cur_ps_args
->super
.color_fixup
[sampler_idx
]);
1439 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
1440 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
1442 /* Generate a line that does the input modifier computation and return the input register to use */
1443 BOOL is_color
= FALSE
;
1447 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1448 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1449 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
1450 const char *two
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_TWO
);
1452 /* Assume a new line will be added */
1455 /* Get register name */
1456 shader_arb_get_register_name(ins
, &src
->reg
, regstr
, &is_color
);
1457 shader_arb_get_swizzle(src
, is_color
, swzstr
);
1459 switch (src
->modifiers
)
1461 case WINED3DSPSM_NONE
:
1462 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1465 case WINED3DSPSM_NEG
:
1466 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1469 case WINED3DSPSM_BIAS
:
1470 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1472 case WINED3DSPSM_BIASNEG
:
1473 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1475 case WINED3DSPSM_SIGN
:
1476 shader_addline(buffer
, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1478 case WINED3DSPSM_SIGNNEG
:
1479 shader_addline(buffer
, "MAD T%c, %s, %s, %s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1481 case WINED3DSPSM_COMP
:
1482 shader_addline(buffer
, "SUB T%c, %s, %s;\n", 'A' + tmpreg
, one
, regstr
);
1484 case WINED3DSPSM_X2
:
1485 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1487 case WINED3DSPSM_X2NEG
:
1488 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
1490 case WINED3DSPSM_DZ
:
1491 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
1492 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1494 case WINED3DSPSM_DW
:
1495 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
1496 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1498 case WINED3DSPSM_ABS
:
1499 if(ctx
->target_version
>= NV2
) {
1500 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1503 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1506 case WINED3DSPSM_ABSNEG
:
1507 if(ctx
->target_version
>= NV2
) {
1508 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1510 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1511 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1516 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1520 /* Return modified or original register, with swizzle */
1522 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
1525 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
1527 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1528 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1530 char src_name
[2][50];
1531 DWORD sampler_code
= dst
->reg
.idx
;
1533 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1535 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1537 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1538 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1541 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1542 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
1543 shader_addline(buffer
, "DP3 TC.r, TA, %s;\n", src_name
[1]);
1544 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
1545 shader_addline(buffer
, "DP3 TC.g, TA, %s;\n", src_name
[1]);
1547 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1548 shader_addline(buffer
, "ADD %s, %s, TC;\n", dst_name
, src_name
[0]);
1551 static DWORD
negate_modifiers(DWORD mod
, char *extra_char
)
1556 case WINED3DSPSM_NONE
: return WINED3DSPSM_NEG
;
1557 case WINED3DSPSM_NEG
: return WINED3DSPSM_NONE
;
1558 case WINED3DSPSM_BIAS
: return WINED3DSPSM_BIASNEG
;
1559 case WINED3DSPSM_BIASNEG
: return WINED3DSPSM_BIAS
;
1560 case WINED3DSPSM_SIGN
: return WINED3DSPSM_SIGNNEG
;
1561 case WINED3DSPSM_SIGNNEG
: return WINED3DSPSM_SIGN
;
1562 case WINED3DSPSM_COMP
: *extra_char
= '-'; return WINED3DSPSM_COMP
;
1563 case WINED3DSPSM_X2
: return WINED3DSPSM_X2NEG
;
1564 case WINED3DSPSM_X2NEG
: return WINED3DSPSM_X2
;
1565 case WINED3DSPSM_DZ
: *extra_char
= '-'; return WINED3DSPSM_DZ
;
1566 case WINED3DSPSM_DW
: *extra_char
= '-'; return WINED3DSPSM_DW
;
1567 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABSNEG
;
1568 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
1570 FIXME("Unknown modifier %u\n", mod
);
1574 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
1576 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1577 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1579 char src_name
[3][50];
1580 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1581 ins
->ctx
->reg_maps
->shader_version
.minor
);
1584 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1585 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1587 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1588 if (shader_version
<= WINED3D_SHADER_VERSION(1, 3) && ins
->coissue
)
1590 shader_addline(buffer
, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[1]);
1592 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
1595 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1596 src0_copy
.modifiers
= negate_modifiers(src0_copy
.modifiers
, &extra_neg
);
1598 shader_arb_get_src_param(ins
, &src0_copy
, 0, src_name
[0]);
1599 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1600 shader_addline(buffer
, "ADD TA, %c%s, coefdiv.x;\n", extra_neg
, src_name
[0]);
1601 /* No modifiers supported on CMP */
1602 shader_addline(buffer
, "CMP %s, TA, %s, %s;\n", dst_name
, src_name
[1], src_name
[2]);
1604 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1605 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
1607 shader_arb_get_register_name(ins
, &dst
->reg
, src_name
[0], &is_color
);
1608 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, dst_name
);
1613 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
1615 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1616 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1618 char src_name
[3][50];
1621 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1623 /* Generate input register names (with modifiers) */
1624 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1625 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1626 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1628 /* No modifiers are supported on CMP */
1629 shader_addline(buffer
, "CMP %s, %s, %s, %s;\n", dst_name
,
1630 src_name
[0], src_name
[2], src_name
[1]);
1632 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
1634 shader_arb_get_register_name(ins
, &dst
->reg
, src_name
[0], &is_color
);
1635 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name
[0]);
1639 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1640 * dst = dot2(src0, src1) + src2 */
1641 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
1643 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1644 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1646 char src_name
[3][50];
1647 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1649 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1650 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1651 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1653 if(ctx
->target_version
>= NV3
)
1655 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1656 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1657 shader_addline(buffer
, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1658 dst_name
, src_name
[0], src_name
[1], src_name
[2]);
1660 else if(ctx
->target_version
>= NV2
)
1662 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1663 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1664 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1665 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1667 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1669 * .xyxy and other swizzles that we could get with this are not valid in
1670 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1672 struct wined3d_shader_src_param tmp_param
= ins
->src
[1];
1673 DWORD swizzle
= tmp_param
.swizzle
& 0xf; /* Selects .xy */
1674 tmp_param
.swizzle
= swizzle
| (swizzle
<< 4); /* Creates .xyxy */
1676 shader_arb_get_src_param(ins
, &tmp_param
, 1, src_name
[1]);
1678 shader_addline(buffer
, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1679 dst_name
, src_name
[2], src_name
[0], src_name
[1]);
1683 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1684 /* 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]
1685 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1687 shader_addline(buffer
, "MOV TA, %s;\n", src_name
[0]);
1688 shader_addline(buffer
, "MOV TA.z, 0.0;\n");
1689 shader_addline(buffer
, "DP3 TA, TA, %s;\n", src_name
[1]);
1690 shader_addline(buffer
, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[2]);
1694 /* Map the opcode 1-to-1 to the GL code */
1695 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
1697 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1698 const char *instruction
;
1699 char arguments
[256], dst_str
[50];
1701 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1703 switch (ins
->handler_idx
)
1705 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
1706 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
1707 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
1708 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
1709 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
1710 case WINED3DSIH_DST
: instruction
= "DST"; break;
1711 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
1712 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
1713 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
1714 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
1715 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
1716 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
1717 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
1718 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
1719 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
1720 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
1721 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
1722 case WINED3DSIH_MOVA
:instruction
= "ARR"; break;
1723 case WINED3DSIH_DSX
: instruction
= "DDX"; break;
1724 default: instruction
= "";
1725 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
1729 /* Note that shader_arb_add_dst_param() adds spaces. */
1730 arguments
[0] = '\0';
1731 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1732 for (i
= 0; i
< ins
->src_count
; ++i
)
1735 strcat(arguments
, ", ");
1736 shader_arb_get_src_param(ins
, &ins
->src
[i
], i
, operand
);
1737 strcat(arguments
, operand
);
1739 shader_addline(buffer
, "%s%s %s%s;\n", instruction
, shader_arb_get_modifier(ins
), dst_str
, arguments
);
1742 static void shader_hw_nop(const struct wined3d_shader_instruction
*ins
)
1744 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1745 shader_addline(buffer
, "NOP;\n");
1748 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1750 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1751 BOOL pshader
= shader_is_pshader_version(shader
->baseShader
.reg_maps
.shader_version
.type
);
1752 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1753 const char *zero
= arb_get_helper_value(shader
->baseShader
.reg_maps
.shader_version
.type
, ARB_ZERO
);
1754 const char *one
= arb_get_helper_value(shader
->baseShader
.reg_maps
.shader_version
.type
, ARB_ONE
);
1755 const char *two
= arb_get_helper_value(shader
->baseShader
.reg_maps
.shader_version
.type
, ARB_TWO
);
1757 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1758 char src0_param
[256];
1760 if(ins
->handler_idx
== WINED3DSIH_MOVA
) {
1762 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1764 if(ctx
->target_version
>= NV2
) {
1765 shader_hw_map2gl(ins
);
1768 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1769 shader_arb_get_write_mask(ins
, &ins
->dst
[0], write_mask
);
1771 /* This implements the mova formula used in GLSL. The first two instructions
1772 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1776 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1778 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1779 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1781 shader_addline(buffer
, "SGE A0_SHADOW%s, %s, %s;\n", write_mask
, src0_param
, zero
);
1782 shader_addline(buffer
, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask
, two
, one
);
1784 shader_addline(buffer
, "ABS TA%s, %s;\n", write_mask
, src0_param
);
1785 shader_addline(buffer
, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask
);
1786 shader_addline(buffer
, "FLR TA%s, TA;\n", write_mask
);
1787 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1789 shader_addline(buffer
, "ADD TA%s, TA, %s;\n", write_mask
, offset
);
1791 shader_addline(buffer
, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask
);
1793 ((struct shader_arb_ctx_priv
*)ins
->ctx
->backend_data
)->addr_reg
[0] = '\0';
1794 } else if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
1795 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1796 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1798 src0_param
[0] = '\0';
1799 if (((IWineD3DVertexShaderImpl
*)shader
)->rel_offset
)
1801 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1802 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1803 shader_addline(buffer
, "ADD TA.x, %s, %s;\n", src0_param
, offset
);
1804 shader_addline(buffer
, "ARL A0.x, TA.x;\n");
1808 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1809 * with more than one component. Thus replicate the first source argument over all
1810 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1811 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1812 tmp_src
.swizzle
= (tmp_src
.swizzle
& 0x3) * 0x55;
1813 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1814 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1817 else if (ins
->dst
[0].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
->dst
[0].reg
.idx
&& pshader
)
1819 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) shader
;
1820 if(ctx
->cur_ps_args
->super
.srgb_correction
&& ps
->color0_mov
)
1822 shader_addline(buffer
, "#mov handled in srgb write code\n");
1825 shader_hw_map2gl(ins
);
1829 shader_hw_map2gl(ins
);
1833 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1835 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1836 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1839 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1840 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1842 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1844 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1846 const char *kilsrc
= "TA";
1849 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1850 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
1856 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1857 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1858 * masked out components to 0(won't kill)
1860 char x
= '0', y
= '0', z
= '0', w
= '0';
1861 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) x
= 'x';
1862 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) y
= 'y';
1863 if(dst
->write_mask
& WINED3DSP_WRITEMASK_2
) z
= 'z';
1864 if(dst
->write_mask
& WINED3DSP_WRITEMASK_3
) w
= 'w';
1865 shader_addline(buffer
, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest
, x
, y
, z
, w
);
1867 shader_addline(buffer
, "KIL %s;\n", kilsrc
);
1869 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1870 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1872 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1873 * or pass in any temporary register(in shader phase 2)
1875 if(ins
->ctx
->reg_maps
->shader_version
.minor
<= 3) {
1876 sprintf(reg_dest
, "fragment.texcoord[%u]", dst
->reg
.idx
);
1878 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1880 shader_addline(buffer
, "SWZ TA, %s, x, y, z, 1;\n", reg_dest
);
1881 shader_addline(buffer
, "KIL TA;\n");
1885 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1887 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1888 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
1889 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1890 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1891 ins
->ctx
->reg_maps
->shader_version
.minor
);
1892 struct wined3d_shader_src_param src
;
1896 DWORD reg_sampler_code
;
1899 /* All versions have a destination register */
1900 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1902 /* 1.0-1.4: Use destination register number as texture code.
1903 2.0+: Use provided sampler number as texure code. */
1904 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1905 reg_sampler_code
= dst
->reg
.idx
;
1907 reg_sampler_code
= ins
->src
[1].reg
.idx
;
1909 /* 1.0-1.3: Use the texcoord varying.
1910 1.4+: Use provided coordinate source register. */
1911 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1912 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_sampler_code
);
1914 /* TEX is the only instruction that can handle DW and DZ natively */
1916 if(src
.modifiers
== WINED3DSPSM_DW
) src
.modifiers
= WINED3DSPSM_NONE
;
1917 if(src
.modifiers
== WINED3DSPSM_DZ
) src
.modifiers
= WINED3DSPSM_NONE
;
1918 shader_arb_get_src_param(ins
, &src
, 0, reg_coord
);
1922 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1923 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1924 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1926 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1929 if (reg_sampler_code
< MAX_TEXTURES
)
1930 flags
= deviceImpl
->stateBlock
->state
.texture_states
[reg_sampler_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1931 if (flags
& WINED3DTTFF_PROJECTED
)
1932 myflags
|= TEX_PROJ
;
1934 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1936 DWORD src_mod
= ins
->src
[0].modifiers
;
1937 if (src_mod
== WINED3DSPSM_DZ
) {
1938 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1939 * varying register, so we need a temp reg
1941 shader_addline(ins
->ctx
->buffer
, "SWZ TA, %s, x, y, z, z;\n", reg_coord
);
1942 strcpy(reg_coord
, "TA");
1943 myflags
|= TEX_PROJ
;
1944 } else if(src_mod
== WINED3DSPSM_DW
) {
1945 myflags
|= TEX_PROJ
;
1948 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
1949 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
1951 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, myflags
, NULL
, NULL
);
1954 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
1956 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1957 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1958 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1959 ins
->ctx
->reg_maps
->shader_version
.minor
);
1962 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
1964 DWORD reg
= dst
->reg
.idx
;
1966 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1967 shader_addline(buffer
, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str
, reg
);
1971 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
);
1972 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1973 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, reg_src
);
1977 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
1979 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1980 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1981 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
1984 DWORD reg1
= ins
->dst
[0].reg
.idx
;
1988 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1989 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
1990 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
1991 /* Move .x first in case src_str is "TA" */
1992 shader_addline(buffer
, "MOV TA.y, %s.x;\n", src_str
);
1993 shader_addline(buffer
, "MOV TA.x, %s.w;\n", src_str
);
1994 flags
= reg1
< MAX_TEXTURES
? deviceImpl
->stateBlock
->state
.texture_states
[reg1
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
1995 shader_hw_sample(ins
, reg1
, dst_str
, "TA", flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
1998 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
2000 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2002 DWORD reg1
= ins
->dst
[0].reg
.idx
;
2006 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2007 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2008 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2009 shader_addline(buffer
, "MOV TA.x, %s.y;\n", src_str
);
2010 shader_addline(buffer
, "MOV TA.y, %s.z;\n", src_str
);
2011 shader_hw_sample(ins
, reg1
, dst_str
, "TA", 0, NULL
, NULL
);
2014 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
2016 DWORD reg1
= ins
->dst
[0].reg
.idx
;
2020 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2021 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2022 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2023 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, 0, NULL
, NULL
);
2026 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
2028 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2029 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2030 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2031 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2032 char reg_coord
[40], dst_reg
[50], src_reg
[50];
2033 DWORD reg_dest_code
;
2035 /* All versions have a destination register. The Tx where the texture coordinates come
2036 * from is the varying incarnation of the texture register
2038 reg_dest_code
= dst
->reg
.idx
;
2039 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_reg
);
2040 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_reg
);
2041 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_dest_code
);
2043 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2044 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2046 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2047 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2049 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2050 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2053 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
2054 shader_addline(buffer
, "DP3 TA.x, TB, %s;\n", src_reg
);
2055 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
2056 shader_addline(buffer
, "DP3 TA.y, TB, %s;\n", src_reg
);
2058 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2059 * so we can't let the GL handle this.
2061 if (device
->stateBlock
->state
.texture_states
[reg_dest_code
][WINED3DTSS_TEXTURETRANSFORMFLAGS
]
2062 & WINED3DTTFF_PROJECTED
)
2064 shader_addline(buffer
, "RCP TB.w, %s.w;\n", reg_coord
);
2065 shader_addline(buffer
, "MUL TB.xy, %s, TB.w;\n", reg_coord
);
2066 shader_addline(buffer
, "ADD TA.xy, TA, TB;\n");
2068 shader_addline(buffer
, "ADD TA.xy, TA, %s;\n", reg_coord
);
2071 shader_hw_sample(ins
, reg_dest_code
, dst_reg
, "TA", 0, NULL
, NULL
);
2073 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
2075 /* No src swizzles are allowed, so this is ok */
2076 shader_addline(buffer
, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2077 src_reg
, reg_dest_code
, reg_dest_code
);
2078 shader_addline(buffer
, "MUL %s, %s, TA;\n", dst_reg
, dst_reg
);
2082 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
2084 DWORD reg
= ins
->dst
[0].reg
.idx
;
2085 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2086 char src0_name
[50], dst_name
[50];
2088 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2090 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2091 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2092 * T<reg+1> register. Use this register to store the calculated vector
2094 tmp_reg
.idx
= reg
+ 1;
2095 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2096 shader_addline(buffer
, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2099 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
2101 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2102 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2104 DWORD reg
= ins
->dst
[0].reg
.idx
;
2105 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2111 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2112 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2114 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2115 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2116 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2117 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->state
.texture_states
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2118 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2121 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
2123 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2124 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
2125 DWORD reg
= ins
->dst
[0].reg
.idx
;
2126 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2127 char src0_name
[50], dst_name
[50];
2128 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2131 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2132 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2133 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2135 tmp_reg
.idx
= reg
+ 2 - current_state
->current_row
;
2136 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2138 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2139 shader_addline(buffer
, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2140 dst_name
, 'x' + current_state
->current_row
, reg
, src0_name
);
2141 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2144 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
2146 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2147 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2148 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
2150 DWORD reg
= ins
->dst
[0].reg
.idx
;
2151 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2153 char src0_name
[50], dst_name
[50];
2156 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2157 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2158 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2160 /* Sample the texture using the calculated coordinates */
2161 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2162 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->state
.texture_states
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2163 shader_hw_sample(ins
, reg
, dst_str
, dst_name
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2164 current_state
->current_row
= 0;
2167 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2169 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2170 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2171 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
2173 DWORD reg
= ins
->dst
[0].reg
.idx
;
2174 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2180 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2181 * components for temporary data storage
2183 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2184 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2185 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2187 /* Construct the eye-ray vector from w coordinates */
2188 shader_addline(buffer
, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[0]);
2189 shader_addline(buffer
, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state
->texcoord_w
[1]);
2190 shader_addline(buffer
, "MOV TB.z, fragment.texcoord[%u].w;\n", reg
);
2192 /* Calculate reflection vector
2194 shader_addline(buffer
, "DP3 %s.w, %s, TB;\n", dst_reg
, dst_reg
);
2195 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2196 shader_addline(buffer
, "DP3 TB.w, %s, %s;\n", dst_reg
, dst_reg
);
2197 shader_addline(buffer
, "RCP TB.w, TB.w;\n");
2198 shader_addline(buffer
, "MUL %s.w, %s.w, TB.w;\n", dst_reg
, dst_reg
);
2199 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2200 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg
, dst_reg
);
2202 /* Sample the texture using the calculated coordinates */
2203 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2204 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->state
.texture_states
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2205 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2206 current_state
->current_row
= 0;
2209 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2211 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2212 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
2213 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
2215 DWORD reg
= ins
->dst
[0].reg
.idx
;
2216 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2223 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2224 shader_arb_get_src_param(ins
, &ins
->src
[0], 1, src1_name
);
2225 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2226 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2227 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2229 /* Calculate reflection vector.
2232 * dst_reg.xyz = 2 * --------- * N - E
2235 * Which normalizes the normal vector
2237 shader_addline(buffer
, "DP3 %s.w, %s, %s;\n", dst_reg
, dst_reg
, src1_name
);
2238 shader_addline(buffer
, "DP3 TC.w, %s, %s;\n", dst_reg
, dst_reg
);
2239 shader_addline(buffer
, "RCP TC.w, TC.w;\n");
2240 shader_addline(buffer
, "MUL %s.w, %s.w, TC.w;\n", dst_reg
, dst_reg
);
2241 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2242 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg
, dst_reg
, src1_name
);
2244 /* Sample the texture using the calculated coordinates */
2245 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2246 flags
= reg
< MAX_TEXTURES
? deviceImpl
->stateBlock
->state
.texture_states
[reg
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] : 0;
2247 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3DTTFF_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2248 current_state
->current_row
= 0;
2251 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
2253 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2254 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2256 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2257 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2259 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2260 * which is essentially an input, is the destination register because it is the first
2261 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2262 * here(writemasks/swizzles are not valid on texdepth)
2264 shader_arb_get_dst_param(ins
, dst
, dst_name
);
2266 /* According to the msdn, the source register(must be r5) is unusable after
2267 * the texdepth instruction, so we're free to modify it
2269 shader_addline(buffer
, "MIN %s.y, %s.y, %s;\n", dst_name
, dst_name
, one
);
2271 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2272 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2273 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2275 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2276 shader_addline(buffer
, "MUL TA.x, %s.x, %s.y;\n", dst_name
, dst_name
);
2277 shader_addline(buffer
, "MIN TA.x, TA.x, %s;\n", one
);
2278 shader_addline(buffer
, "MAX result.depth, TA.x, %s;\n", zero
);
2281 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2282 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2283 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2284 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2286 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2287 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
2291 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2292 shader_addline(buffer
, "MOV TB, 0.0;\n");
2293 shader_addline(buffer
, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx
, src0
);
2295 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2296 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TB", 0 /* Only one coord, can't be projected */, NULL
, NULL
);
2299 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2300 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2301 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
2303 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2306 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2308 /* Handle output register */
2309 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2310 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2311 shader_addline(buffer
, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str
, dst
->reg
.idx
, src0
);
2314 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2315 * Perform the 3rd row of a 3x3 matrix multiply */
2316 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
2318 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2319 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2320 char dst_str
[50], dst_name
[50];
2324 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2325 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2326 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2327 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2328 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, dst_name
);
2331 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2332 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2333 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2334 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2336 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2338 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2339 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2340 char src0
[50], dst_name
[50];
2342 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2343 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2345 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2346 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2347 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
, src0
);
2349 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2350 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2351 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2353 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2354 shader_addline(buffer
, "MUL %s.x, %s.x, %s.y;\n", dst_name
, dst_name
, dst_name
);
2355 shader_addline(buffer
, "MIN %s.x, %s.x, %s;\n", dst_name
, dst_name
, one
);
2356 shader_addline(buffer
, "MAX result.depth, %s.x, %s;\n", dst_name
, zero
);
2359 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2360 Vertex/Pixel shaders to ARB_vertex_program codes */
2361 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
2364 int nComponents
= 0;
2365 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2366 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2367 struct wined3d_shader_instruction tmp_ins
;
2369 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2371 /* Set constants for the temporary argument */
2372 tmp_ins
.ctx
= ins
->ctx
;
2373 tmp_ins
.dst_count
= 1;
2374 tmp_ins
.dst
= &tmp_dst
;
2375 tmp_ins
.src_count
= 2;
2376 tmp_ins
.src
= tmp_src
;
2378 switch(ins
->handler_idx
)
2380 case WINED3DSIH_M4x4
:
2382 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2384 case WINED3DSIH_M4x3
:
2386 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2388 case WINED3DSIH_M3x4
:
2390 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2392 case WINED3DSIH_M3x3
:
2394 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2396 case WINED3DSIH_M3x2
:
2398 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2401 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2405 tmp_dst
= ins
->dst
[0];
2406 tmp_src
[0] = ins
->src
[0];
2407 tmp_src
[1] = ins
->src
[1];
2408 for (i
= 0; i
< nComponents
; i
++) {
2409 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2410 shader_hw_map2gl(&tmp_ins
);
2411 ++tmp_src
[1].reg
.idx
;
2415 static void shader_hw_rcp(const struct wined3d_shader_instruction
*ins
)
2417 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2418 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2419 const char *flt_eps
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_EPS
);
2424 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2425 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2426 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2428 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2434 /* TODO: If the destination is readable, and not the same as the source, the destination
2435 * can be used instead of TA
2437 if (priv
->target_version
>= NV2
)
2439 shader_addline(buffer
, "MOVC TA.x, %s;\n", src
);
2440 shader_addline(buffer
, "MOV TA.x (EQ.x), %s;\n", flt_eps
);
2441 shader_addline(buffer
, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins
), dst
);
2445 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2446 shader_addline(buffer
, "ABS TA.x, %s;\n", src
);
2447 shader_addline(buffer
, "SGE TA.y, -TA.x, %s;\n", zero
);
2448 shader_addline(buffer
, "MAD TA.x, TA.y, %s, %s;\n", flt_eps
, src
);
2449 shader_addline(buffer
, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins
), dst
);
2453 static void shader_hw_scalar_op(const struct wined3d_shader_instruction
*ins
)
2455 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2456 const char *instruction
;
2461 switch(ins
->handler_idx
)
2463 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
2464 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
2465 case WINED3DSIH_EXP
: instruction
= "EX2"; break;
2466 case WINED3DSIH_EXPP
: instruction
= "EXP"; break;
2467 default: instruction
= "";
2468 FIXME("Unhandled opcode %#x\n", ins
->handler_idx
);
2472 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2473 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2474 if (ins
->src
[0].swizzle
== WINED3DSP_NOSWIZZLE
)
2476 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2482 shader_addline(buffer
, "%s%s %s, %s;\n", instruction
, shader_arb_get_modifier(ins
), dst
, src
);
2485 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
2487 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2490 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2491 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2492 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2494 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2495 shader_arb_get_src_param(ins
, &ins
->src
[0], 1 /* Use TB */, src_name
);
2497 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2498 * otherwise NRM or RSQ would return NaN */
2499 if(pshader
&& priv
->target_version
>= NV3
)
2501 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2503 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2505 shader_addline(buffer
, "DP3C TA, %s, %s;\n", src_name
, src_name
);
2506 shader_addline(buffer
, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2507 shader_addline(buffer
, "MOV %s (EQ), %s;\n", dst_name
, zero
);
2509 else if(priv
->target_version
>= NV2
)
2511 shader_addline(buffer
, "DP3C TA.x, %s, %s;\n", src_name
, src_name
);
2512 shader_addline(buffer
, "RSQ TA.x (NE), TA.x;\n");
2513 shader_addline(buffer
, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins
), dst_name
,
2518 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2520 shader_addline(buffer
, "DP3 TA.x, %s, %s;\n", src_name
, src_name
);
2521 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2522 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2524 shader_addline(buffer
, "SGE TA.y, -TA.x, %s;\n", zero
);
2525 shader_addline(buffer
, "MAD TA.x, %s, TA.y, TA.x;\n", one
);
2527 shader_addline(buffer
, "RSQ TA.x, TA.x;\n");
2528 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2529 shader_addline(buffer
, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins
), dst_name
,
2534 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2536 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2538 char src_name
[3][50];
2540 /* ARB_fragment_program has a convenient LRP instruction */
2541 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2542 shader_hw_map2gl(ins
);
2546 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2547 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
2548 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
2549 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
2551 shader_addline(buffer
, "SUB TA, %s, %s;\n", src_name
[1], src_name
[2]);
2552 shader_addline(buffer
, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins
),
2553 dst_name
, src_name
[0], src_name
[2]);
2556 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
2558 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2559 * must contain fixed constants. So we need a separate function to filter those constants and
2562 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2563 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2564 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2566 char src_name0
[50], src_name1
[50], src_name2
[50];
2569 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2570 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2571 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2572 /* No modifiers are supported on SCS */
2573 shader_addline(buffer
, "SCS %s, %s;\n", dst_name
, src_name0
);
2575 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
2577 shader_arb_get_register_name(ins
, &dst
->reg
, src_name0
, &is_color
);
2578 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name0
);
2580 } else if(priv
->target_version
>= NV2
) {
2581 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2583 /* Sincos writemask must be .x, .y or .xy */
2584 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
)
2585 shader_addline(buffer
, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2586 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
)
2587 shader_addline(buffer
, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2589 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2590 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2592 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2593 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2595 * The constants we get are:
2597 * +1 +1, -1 -1 +1 +1 -1 -1
2598 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2599 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2601 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2605 * (x/2)^4 = x^4 / 16
2606 * (x/2)^5 = x^5 / 32
2609 * To get the final result:
2610 * sin(x) = 2 * sin(x/2) * cos(x/2)
2611 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2612 * (from sin(x+y) and cos(x+y) rules)
2614 * As per MSDN, dst.z is undefined after the operation, and so is
2615 * dst.x and dst.y if they're masked out by the writemask. Ie
2616 * sincos dst.y, src1, c0, c1
2617 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2618 * vsa.exe also stops with an error if the dest register is the same register as the source
2619 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2620 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2622 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2623 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name2
);
2624 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2626 shader_addline(buffer
, "MUL %s.x, %s, %s;\n", dst_name
, src_name0
, src_name0
); /* x ^ 2 */
2627 shader_addline(buffer
, "MUL TA.y, %s.x, %s;\n", dst_name
, src_name0
); /* x ^ 3 */
2628 shader_addline(buffer
, "MUL %s.y, TA.y, %s;\n", dst_name
, src_name0
); /* x ^ 4 */
2629 shader_addline(buffer
, "MUL TA.z, %s.y, %s;\n", dst_name
, src_name0
); /* x ^ 5 */
2630 shader_addline(buffer
, "MUL %s.z, TA.z, %s;\n", dst_name
, src_name0
); /* x ^ 6 */
2631 shader_addline(buffer
, "MUL TA.w, %s.z, %s;\n", dst_name
, src_name0
); /* x ^ 7 */
2635 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2636 * properly merge that with MULs in the code above?
2637 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2638 * we can merge the sine and cosine MAD rows to calculate them together.
2640 shader_addline(buffer
, "MUL TA.x, %s, %s.w;\n", src_name0
, src_name2
); /* x^1, +1/(1!*2) */
2641 shader_addline(buffer
, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2
); /* -1/(3!*8) */
2642 shader_addline(buffer
, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1
); /* +1/(5!*32) */
2643 shader_addline(buffer
, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1
); /* -1/(7!*128) */
2646 shader_addline(buffer
, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name
, src_name2
, src_name2
); /* -1/(2!*4), +1.0 */
2647 shader_addline(buffer
, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name
, src_name1
); /* +1/(4!*16) */
2648 shader_addline(buffer
, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name
, src_name1
); /* -1/(6!*64) */
2650 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) {
2652 shader_addline(buffer
, "MUL TA.z, TA.y, TA.y;\n");
2653 shader_addline(buffer
, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name
);
2655 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) {
2657 shader_addline(buffer
, "MUL %s.y, TA.x, TA.y;\n", dst_name
);
2658 shader_addline(buffer
, "ADD %s.y, %s.y, %s.y;\n", dst_name
, dst_name
, dst_name
);
2663 static void shader_hw_sgn(const struct wined3d_shader_instruction
*ins
)
2665 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2668 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
2670 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2671 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2673 /* SGN is only valid in vertex shaders */
2674 if(ctx
->target_version
>= NV2
) {
2675 shader_addline(buffer
, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2679 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2680 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2682 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) {
2683 shader_addline(buffer
, "SLT %s, -%s, %s;\n", dst_name
, src_name
, src_name
);
2685 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2686 * Then use TA, and calculate the final result
2688 * Not reading from TA? Store the first result in TA to avoid overwriting the
2689 * destination if src reg = dst reg
2691 if(strstr(src_name
, "TA"))
2693 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2694 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2695 shader_addline(buffer
, "ADD %s, %s, -TA;\n", dst_name
, dst_name
);
2699 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2700 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2701 shader_addline(buffer
, "ADD %s, TA, -%s;\n", dst_name
, dst_name
);
2706 static void shader_hw_dsy(const struct wined3d_shader_instruction
*ins
)
2708 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2714 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2715 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2716 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2718 shader_addline(buffer
, "DDY %s, %s;\n", dst
, src
);
2719 shader_addline(buffer
, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins
), dst
, dst_name
);
2722 static DWORD
abs_modifier(DWORD mod
, BOOL
*need_abs
)
2728 case WINED3DSPSM_NONE
: return WINED3DSPSM_ABS
;
2729 case WINED3DSPSM_NEG
: return WINED3DSPSM_ABS
;
2730 case WINED3DSPSM_BIAS
: *need_abs
= TRUE
; return WINED3DSPSM_BIAS
;
2731 case WINED3DSPSM_BIASNEG
: *need_abs
= TRUE
; return WINED3DSPSM_BIASNEG
;
2732 case WINED3DSPSM_SIGN
: *need_abs
= TRUE
; return WINED3DSPSM_SIGN
;
2733 case WINED3DSPSM_SIGNNEG
: *need_abs
= TRUE
; return WINED3DSPSM_SIGNNEG
;
2734 case WINED3DSPSM_COMP
: *need_abs
= TRUE
; return WINED3DSPSM_COMP
;
2735 case WINED3DSPSM_X2
: *need_abs
= TRUE
; return WINED3DSPSM_X2
;
2736 case WINED3DSPSM_X2NEG
: *need_abs
= TRUE
; return WINED3DSPSM_X2NEG
;
2737 case WINED3DSPSM_DZ
: *need_abs
= TRUE
; return WINED3DSPSM_DZ
;
2738 case WINED3DSPSM_DW
: *need_abs
= TRUE
; return WINED3DSPSM_DW
;
2739 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABS
;
2740 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
2742 FIXME("Unknown modifier %u\n", mod
);
2746 static void shader_hw_log_pow(const struct wined3d_shader_instruction
*ins
)
2748 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2749 char src0
[50], src1
[50], dst
[50];
2750 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2751 BOOL need_abs
= FALSE
;
2755 switch(ins
->handler_idx
)
2757 case WINED3DSIH_LOG
: instr
= "LG2"; break;
2758 case WINED3DSIH_LOGP
: instr
= "LOG"; break;
2759 case WINED3DSIH_POW
: instr
= "POW"; arg2
= TRUE
; break;
2761 ERR("Unexpected instruction %d\n", ins
->handler_idx
);
2765 /* LOG, LOGP and POW operate on the absolute value of the input */
2766 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2768 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2769 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2770 if(arg2
) shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src1
);
2774 shader_addline(buffer
, "ABS TA, %s;\n", src0
);
2777 shader_addline(buffer
, "%s%s %s, TA, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src1
);
2781 shader_addline(buffer
, "%s%s %s, TA;\n", instr
, shader_arb_get_modifier(ins
), dst
);
2786 shader_addline(buffer
, "%s%s %s, %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
, src1
);
2790 shader_addline(buffer
, "%s%s %s, %s;\n", instr
, shader_arb_get_modifier(ins
), dst
, src0
);
2794 static void shader_hw_loop(const struct wined3d_shader_instruction
*ins
)
2796 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2798 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2801 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
2805 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2806 struct list
*e
= list_head(&priv
->control_frames
);
2807 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2809 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2810 /* The constant loader makes sure to load -1 into iX.w */
2811 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2812 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2813 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2817 shader_addline(buffer
, "LOOP %s;\n", src_name
);
2821 static void shader_hw_rep(const struct wined3d_shader_instruction
*ins
)
2823 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2825 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2827 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2829 /* The constant loader makes sure to load -1 into iX.w */
2832 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2833 struct list
*e
= list_head(&priv
->control_frames
);
2834 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2836 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2838 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2839 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2840 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2844 shader_addline(buffer
, "REP %s;\n", src_name
);
2848 static void shader_hw_endloop(const struct wined3d_shader_instruction
*ins
)
2850 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2851 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2855 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2856 struct list
*e
= list_head(&priv
->control_frames
);
2857 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2859 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2860 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2861 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2863 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2867 shader_addline(buffer
, "ENDLOOP;\n");
2871 static void shader_hw_endrep(const struct wined3d_shader_instruction
*ins
)
2873 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2874 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2878 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2879 struct list
*e
= list_head(&priv
->control_frames
);
2880 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2882 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2883 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2884 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2886 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2890 shader_addline(buffer
, "ENDREP;\n");
2894 static const struct control_frame
*find_last_loop(const struct shader_arb_ctx_priv
*priv
)
2896 struct control_frame
*control_frame
;
2898 LIST_FOR_EACH_ENTRY(control_frame
, &priv
->control_frames
, struct control_frame
, entry
)
2900 if(control_frame
->type
== LOOP
|| control_frame
->type
== REP
) return control_frame
;
2902 ERR("Could not find loop for break\n");
2906 static void shader_hw_break(const struct wined3d_shader_instruction
*ins
)
2908 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2909 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2910 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2914 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->no
.loop
);
2918 shader_addline(buffer
, "BRK;\n");
2922 static const char *get_compare(COMPARISON_TYPE flags
)
2926 case COMPARISON_GT
: return "GT";
2927 case COMPARISON_EQ
: return "EQ";
2928 case COMPARISON_GE
: return "GE";
2929 case COMPARISON_LT
: return "LT";
2930 case COMPARISON_NE
: return "NE";
2931 case COMPARISON_LE
: return "LE";
2933 FIXME("Unrecognized comparison value: %u\n", flags
);
2938 static COMPARISON_TYPE
invert_compare(COMPARISON_TYPE flags
)
2942 case COMPARISON_GT
: return COMPARISON_LE
;
2943 case COMPARISON_EQ
: return COMPARISON_NE
;
2944 case COMPARISON_GE
: return COMPARISON_LT
;
2945 case COMPARISON_LT
: return COMPARISON_GE
;
2946 case COMPARISON_NE
: return COMPARISON_EQ
;
2947 case COMPARISON_LE
: return COMPARISON_GT
;
2949 FIXME("Unrecognized comparison value: %u\n", flags
);
2954 static void shader_hw_breakc(const struct wined3d_shader_instruction
*ins
)
2956 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2957 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2958 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2961 const char *comp
= get_compare(ins
->flags
);
2963 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2964 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2968 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2969 * away the subtraction result
2971 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2972 shader_addline(buffer
, "BRA loop_%u_end (%s.x);\n", control_frame
->no
.loop
, comp
);
2976 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
2977 shader_addline(buffer
, "BRK (%s.x);\n", comp
);
2981 static void shader_hw_ifc(const struct wined3d_shader_instruction
*ins
)
2983 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2984 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2985 struct list
*e
= list_head(&priv
->control_frames
);
2986 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2990 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2992 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2993 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2997 /* Invert the flag. We jump to the else label if the condition is NOT true */
2998 comp
= get_compare(invert_compare(ins
->flags
));
2999 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3000 shader_addline(buffer
, "BRA ifc_%u_else (%s.x);\n", control_frame
->no
.ifc
, comp
);
3004 comp
= get_compare(ins
->flags
);
3005 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3006 shader_addline(buffer
, "IF %s.x;\n", comp
);
3010 static void shader_hw_else(const struct wined3d_shader_instruction
*ins
)
3012 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3013 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3014 struct list
*e
= list_head(&priv
->control_frames
);
3015 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3016 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3020 shader_addline(buffer
, "BRA ifc_%u_endif;\n", control_frame
->no
.ifc
);
3021 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3022 control_frame
->had_else
= TRUE
;
3026 shader_addline(buffer
, "ELSE;\n");
3030 static void shader_hw_endif(const struct wined3d_shader_instruction
*ins
)
3032 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3033 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3034 struct list
*e
= list_head(&priv
->control_frames
);
3035 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3036 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3040 if(control_frame
->had_else
)
3042 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->no
.ifc
);
3046 shader_addline(buffer
, "#No else branch. else is endif\n");
3047 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3052 shader_addline(buffer
, "ENDIF;\n");
3056 static void shader_hw_texldd(const struct wined3d_shader_instruction
*ins
)
3058 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
3060 char reg_src
[3][40];
3061 WORD flags
= TEX_DERIV
;
3063 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3064 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
[0]);
3065 shader_arb_get_src_param(ins
, &ins
->src
[2], 1, reg_src
[1]);
3066 shader_arb_get_src_param(ins
, &ins
->src
[3], 2, reg_src
[2]);
3068 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3069 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3071 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_src
[0], flags
, reg_src
[1], reg_src
[2]);
3074 static void shader_hw_texldl(const struct wined3d_shader_instruction
*ins
)
3076 DWORD sampler_idx
= ins
->src
[1].reg
.idx
;
3079 WORD flags
= TEX_LOD
;
3081 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3082 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_coord
);
3084 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3085 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3087 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_coord
, flags
, NULL
, NULL
);
3090 static void shader_hw_label(const struct wined3d_shader_instruction
*ins
)
3092 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3093 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3095 priv
->in_main_func
= FALSE
;
3096 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3097 * subroutine, don't generate a label that will make GL complain
3099 if(priv
->target_version
== ARB
) return;
3101 shader_addline(buffer
, "l%u:\n", ins
->src
[0].reg
.idx
);
3104 static void vshader_add_footer(IWineD3DVertexShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
3105 const struct arb_vs_compile_args
*args
, struct shader_arb_ctx_priv
*priv_ctx
)
3107 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3108 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
3109 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3112 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3113 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3114 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3115 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3117 if(args
->super
.fog_src
== VS_FOG_Z
) {
3118 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
3119 } else if (!reg_maps
->fog
) {
3120 /* posFixup.x is always 1.0, so we can savely use it */
3121 shader_addline(buffer
, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3124 /* Write the final position.
3126 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3127 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3128 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3129 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3131 shader_addline(buffer
, "MUL TA, posFixup, TMP_OUT.w;\n");
3132 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3133 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3135 if(use_nv_clip(gl_info
) && priv_ctx
->target_version
>= NV2
)
3137 if(args
->super
.clip_enabled
)
3139 for(i
= 0; i
< priv_ctx
->vs_clipplanes
; i
++)
3141 shader_addline(buffer
, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i
, i
);
3145 else if(args
->clip
.boolclip
.clip_texcoord
)
3147 unsigned int cur_clip
= 0;
3148 char component
[4] = {'x', 'y', 'z', 'w'};
3149 const char *zero
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_ZERO
);
3151 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
3153 if(args
->clip
.boolclip
.clipplane_mask
& (1 << i
))
3155 shader_addline(buffer
, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3156 component
[cur_clip
++], i
);
3162 shader_addline(buffer
, "MOV TA, %s;\n", zero
);
3165 shader_addline(buffer
, "MOV TA.yzw, %s;\n", zero
);
3168 shader_addline(buffer
, "MOV TA.zw, %s;\n", zero
);
3171 shader_addline(buffer
, "MOV TA.w, %s;\n", zero
);
3174 shader_addline(buffer
, "MOV result.texcoord[%u], TA;\n",
3175 args
->clip
.boolclip
.clip_texcoord
- 1);
3178 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3179 * and the glsl equivalent
3181 if(need_helper_const((IWineD3DBaseShaderImpl
*) This
, gl_info
)) {
3182 const char *two
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_TWO
);
3183 shader_addline(buffer
, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two
);
3185 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3186 shader_addline(buffer
, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3189 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
3191 priv_ctx
->footer_written
= TRUE
;
3194 static void shader_hw_ret(const struct wined3d_shader_instruction
*ins
)
3196 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3197 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3198 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*) ins
->ctx
->shader
;
3199 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3201 if(priv
->target_version
== ARB
) return;
3205 if(priv
->in_main_func
) vshader_add_footer((IWineD3DVertexShaderImpl
*) shader
, buffer
, priv
->cur_vs_args
, priv
);
3208 shader_addline(buffer
, "RET;\n");
3211 static void shader_hw_call(const struct wined3d_shader_instruction
*ins
)
3213 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3214 shader_addline(buffer
, "CAL l%u;\n", ins
->src
[0].reg
.idx
);
3217 /* GL locking is done by the caller */
3218 static GLuint
create_arb_blt_vertex_program(const struct wined3d_gl_info
*gl_info
)
3220 GLuint program_id
= 0;
3223 const char *blt_vprogram
=
3225 "PARAM c[1] = { { 1, 0.5 } };\n"
3226 "MOV result.position, vertex.position;\n"
3227 "MOV result.color, c[0].x;\n"
3228 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3231 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3232 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
3233 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3234 strlen(blt_vprogram
), blt_vprogram
));
3235 checkGLcall("glProgramStringARB()");
3237 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3240 FIXME("Vertex program error at position %d: %s\n\n", pos
,
3241 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3242 shader_arb_dump_program_source(blt_vprogram
);
3248 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3249 checkGLcall("glGetProgramivARB()");
3250 if (!native
) WARN("Program exceeds native resource limits.\n");
3256 /* GL locking is done by the caller */
3257 static GLuint
create_arb_blt_fragment_program(const struct wined3d_gl_info
*gl_info
,
3258 enum tex_types tex_type
, BOOL masked
)
3260 GLuint program_id
= 0;
3261 const char *fprogram
;
3264 static const char * const blt_fprograms_full
[tex_type_count
] =
3271 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3272 "MOV result.depth.z, R0.x;\n"
3279 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3280 "MOV result.depth.z, R0.x;\n"
3285 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3286 "MOV result.depth.z, R0.x;\n"
3290 static const char * const blt_fprograms_masked
[tex_type_count
] =
3296 "PARAM mask = program.local[0];\n"
3298 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3299 "MUL R0.x, R0.x, R0.y;\n"
3301 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3302 "MOV result.depth.z, R0.x;\n"
3308 "PARAM mask = program.local[0];\n"
3310 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3311 "MUL R0.x, R0.x, R0.y;\n"
3313 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3314 "MOV result.depth.z, R0.x;\n"
3318 "PARAM mask = program.local[0];\n"
3320 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3321 "MUL R0.x, R0.x, R0.y;\n"
3323 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3324 "MOV result.depth.z, R0.x;\n"
3328 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3331 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type
);
3333 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3336 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3337 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
3338 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(fprogram
), fprogram
));
3339 checkGLcall("glProgramStringARB()");
3341 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3344 FIXME("Fragment program error at position %d: %s\n\n", pos
,
3345 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3346 shader_arb_dump_program_source(fprogram
);
3352 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3353 checkGLcall("glGetProgramivARB()");
3354 if (!native
) WARN("Program exceeds native resource limits.\n");
3360 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer
*buffer
, const char *fragcolor
,
3361 const char *tmp1
, const char *tmp2
, const char *tmp3
, const char *tmp4
, BOOL condcode
)
3363 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3367 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3368 shader_addline(buffer
, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1
, fragcolor
);
3369 /* Calculate the > 0.0031308 case */
3370 shader_addline(buffer
, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3371 shader_addline(buffer
, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3372 shader_addline(buffer
, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor
, fragcolor
);
3373 shader_addline(buffer
, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor
, fragcolor
);
3374 shader_addline(buffer
, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor
, fragcolor
);
3375 /* Calculate the < case */
3376 shader_addline(buffer
, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor
, fragcolor
);
3380 /* Calculate the > 0.0031308 case */
3381 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1
, fragcolor
);
3382 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1
, fragcolor
);
3383 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1
, fragcolor
);
3384 shader_addline(buffer
, "MUL %s, %s, srgb_consts1.w;\n", tmp1
, tmp1
);
3385 shader_addline(buffer
, "SUB %s, %s, srgb_consts2.x;\n", tmp1
, tmp1
);
3386 /* Calculate the < case */
3387 shader_addline(buffer
, "MUL %s, srgb_consts1.x, %s;\n", tmp2
, fragcolor
);
3388 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3389 shader_addline(buffer
, "SLT %s, srgb_consts1.y, %s;\n", tmp3
, fragcolor
);
3390 shader_addline(buffer
, "SGE %s, srgb_consts1.y, %s;\n", tmp4
, fragcolor
);
3391 /* Store the components > 0.0031308 in the destination */
3392 shader_addline(buffer
, "MUL %s.xyz, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
3393 /* Add the components that are < 0.0031308 */
3394 shader_addline(buffer
, "MAD %s.xyz, %s, %s, %s;\n", fragcolor
, tmp2
, tmp4
, fragcolor
);
3395 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3396 * result.color writes(.rgb first, then .a), or handle overwriting already written
3397 * components. The assembler uses a temporary register in this case, which is usually
3398 * not allocated from one of our registers that were used earlier.
3401 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3404 static const DWORD
*find_loop_control_values(IWineD3DBaseShaderImpl
*This
, DWORD idx
)
3406 const local_constant
*constant
;
3408 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
3410 if (constant
->idx
== idx
)
3412 return constant
->value
;
3418 static void init_ps_input(const IWineD3DPixelShaderImpl
*This
, const struct arb_ps_compile_args
*args
,
3419 struct shader_arb_ctx_priv
*priv
)
3421 static const char * const texcoords
[8] =
3423 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3424 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3427 const struct wined3d_shader_signature_element
*sig
= This
->baseShader
.input_signature
;
3428 const char *semantic_name
;
3431 switch(args
->super
.vp_mode
)
3433 case pretransformed
:
3435 /* The pixelshader has to collect the varyings on its own. In any case properly load
3436 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3437 * other attribs to 0.0.
3439 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3440 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3441 * load the texcoord attrib pointers to match the pixel shader signature
3443 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3445 semantic_name
= sig
[i
].semantic_name
;
3446 semantic_idx
= sig
[i
].semantic_idx
;
3447 if (!semantic_name
) continue;
3449 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3451 if (!semantic_idx
) priv
->ps_input
[i
] = "fragment.color.primary";
3452 else if(semantic_idx
== 1) priv
->ps_input
[i
] = "fragment.color.secondary";
3453 else priv
->ps_input
[i
] = "0.0";
3455 else if(args
->super
.vp_mode
== fixedfunction
)
3457 priv
->ps_input
[i
] = "0.0";
3459 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3461 if(semantic_idx
< 8) priv
->ps_input
[i
] = texcoords
[semantic_idx
];
3462 else priv
->ps_input
[i
] = "0.0";
3464 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3466 if (!semantic_idx
) priv
->ps_input
[i
] = "fragment.fogcoord";
3467 else priv
->ps_input
[i
] = "0.0";
3471 priv
->ps_input
[i
] = "0.0";
3474 TRACE("v%u, semantic %s%u is %s\n", i
, semantic_name
, semantic_idx
, priv
->ps_input
[i
]);
3479 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3482 for(i
= 0; i
< 8; i
++)
3484 priv
->ps_input
[i
] = texcoords
[i
];
3486 priv
->ps_input
[8] = "fragment.color.primary";
3487 priv
->ps_input
[9] = "fragment.color.secondary";
3492 /* GL locking is done by the caller */
3493 static GLuint
shader_arb_generate_pshader(IWineD3DPixelShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
3494 const struct arb_ps_compile_args
*args
, struct arb_ps_compiled_shader
*compiled
)
3496 const shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
3497 CONST DWORD
*function
= This
->baseShader
.function
;
3498 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3499 const local_constant
*lconst
;
3502 DWORD
*lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
), next_local
, cur
;
3503 struct shader_arb_ctx_priv priv_ctx
;
3504 BOOL dcl_td
= FALSE
;
3505 BOOL want_nv_prog
= FALSE
;
3506 struct arb_pshader_private
*shader_priv
= This
->baseShader
.backend_data
;
3511 unsigned int i
, found
= 0;
3513 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3516 || (This
->color0_mov
&& i
== This
->color0_reg
)
3517 || (reg_maps
->shader_version
.major
< 2 && !i
))
3520 sprintf(srgbtmp
[found
], "R%u", i
);
3522 if (found
== 4) break;
3527 sprintf(srgbtmp
[0], "TA");
3528 sprintf(srgbtmp
[1], "TB");
3529 sprintf(srgbtmp
[2], "TC");
3530 sprintf(srgbtmp
[3], "TD");
3534 sprintf(srgbtmp
[1], "TA");
3535 sprintf(srgbtmp
[2], "TB");
3536 sprintf(srgbtmp
[3], "TC");
3539 sprintf(srgbtmp
[2], "TA");
3540 sprintf(srgbtmp
[3], "TB");
3543 sprintf(srgbtmp
[3], "TA");
3549 /* Create the hw ARB shader */
3550 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3551 priv_ctx
.cur_ps_args
= args
;
3552 priv_ctx
.compiled_fprog
= compiled
;
3553 priv_ctx
.cur_np2fixup_info
= &compiled
->np2fixup_info
;
3554 init_ps_input(This
, args
, &priv_ctx
);
3555 list_init(&priv_ctx
.control_frames
);
3557 /* Avoid enabling NV_fragment_program* if we do not need it.
3559 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3560 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3561 * is faster than what we gain from using higher native instructions. There are some things though
3562 * that cannot be emulated. In that case enable the extensions.
3563 * If the extension is enabled, instruction handlers that support both ways will use it.
3565 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3566 * So enable the best we can get.
3568 if(reg_maps
->usesdsx
|| reg_maps
->usesdsy
|| reg_maps
->loop_depth
> 0 || reg_maps
->usestexldd
||
3569 reg_maps
->usestexldl
|| reg_maps
->usesfacing
|| reg_maps
->usesifc
|| reg_maps
->usescall
)
3571 want_nv_prog
= TRUE
;
3574 shader_addline(buffer
, "!!ARBfp1.0\n");
3575 if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
3577 shader_addline(buffer
, "OPTION NV_fragment_program2;\n");
3578 priv_ctx
.target_version
= NV3
;
3580 else if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
3582 shader_addline(buffer
, "OPTION NV_fragment_program;\n");
3583 priv_ctx
.target_version
= NV2
;
3587 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3590 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3593 priv_ctx
.target_version
= ARB
;
3596 if(This
->baseShader
.reg_maps
.highest_render_target
> 0)
3598 shader_addline(buffer
, "OPTION ARB_draw_buffers;\n");
3601 if (reg_maps
->shader_version
.major
< 3)
3603 switch(args
->super
.fog
) {
3607 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3610 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3613 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
3618 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3619 * unused temps away(but occupies them for the whole shader if they're used once). Always
3620 * declaring them avoids tricky bookkeeping work
3622 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
3623 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
3624 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
3625 if(dcl_td
) shader_addline(buffer
, "TEMP TD;\n"); /* Used for sRGB writing */
3626 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3627 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3628 shader_addline(buffer
, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps
);
3630 if (reg_maps
->shader_version
.major
< 2)
3632 strcpy(fragcolor
, "R0");
3634 if(args
->super
.srgb_correction
) {
3635 if(This
->color0_mov
) {
3636 sprintf(fragcolor
, "R%u", This
->color0_reg
);
3638 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3639 strcpy(fragcolor
, "TMP_COLOR");
3642 strcpy(fragcolor
, "result.color");
3646 if(args
->super
.srgb_correction
) {
3647 shader_addline(buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3648 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
3649 shader_addline(buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3650 srgb_sub_high
, 0.0, 0.0, 0.0);
3653 /* Base Declarations */
3654 next_local
= shader_generate_arb_declarations((IWineD3DBaseShader
*)This
,
3655 reg_maps
, buffer
, gl_info
, lconst_map
, NULL
, &priv_ctx
);
3657 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
3659 if (!(map
& 1)) continue;
3661 cur
= compiled
->numbumpenvmatconsts
;
3662 compiled
->bumpenvmatconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3663 compiled
->bumpenvmatconst
[cur
].texunit
= i
;
3664 compiled
->luminanceconst
[cur
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3665 compiled
->luminanceconst
[cur
].texunit
= i
;
3667 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3668 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3669 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3670 * textures due to conditional NP2 restrictions)
3672 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3673 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3674 * their location is shader dependent anyway and they cannot be loaded globally.
3676 compiled
->bumpenvmatconst
[cur
].const_num
= next_local
++;
3677 shader_addline(buffer
, "PARAM bumpenvmat%d = program.local[%d];\n",
3678 i
, compiled
->bumpenvmatconst
[cur
].const_num
);
3679 compiled
->numbumpenvmatconsts
= cur
+ 1;
3681 if (!(reg_maps
->luminanceparams
& (1 << i
))) continue;
3683 compiled
->luminanceconst
[cur
].const_num
= next_local
++;
3684 shader_addline(buffer
, "PARAM luminance%d = program.local[%d];\n",
3685 i
, compiled
->luminanceconst
[cur
].const_num
);
3688 for(i
= 0; i
< MAX_CONST_I
; i
++)
3690 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3691 if (reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
3693 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
3697 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3698 control_values
[0], control_values
[1], control_values
[2]);
3702 compiled
->int_consts
[i
] = next_local
;
3703 compiled
->num_int_consts
++;
3704 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3709 if(reg_maps
->vpos
|| reg_maps
->usesdsy
)
3711 compiled
->ycorrection
= next_local
;
3712 shader_addline(buffer
, "PARAM ycorrection = program.local[%u];\n", next_local
++);
3716 shader_addline(buffer
, "TEMP vpos;\n");
3717 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3718 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3719 * ycorrection.z: 1.0
3720 * ycorrection.w: 0.0
3722 shader_addline(buffer
, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3723 shader_addline(buffer
, "FLR vpos.xy, vpos;\n");
3728 compiled
->ycorrection
= WINED3D_CONST_NUM_UNUSED
;
3731 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3732 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3733 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3734 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3735 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3736 * shader compilation errors and the subsequent errors when drawing with this shader. */
3737 if (priv_ctx
.cur_ps_args
->super
.np2_fixup
) {
3739 struct arb_ps_np2fixup_info
* const fixup
= priv_ctx
.cur_np2fixup_info
;
3740 const WORD map
= priv_ctx
.cur_ps_args
->super
.np2_fixup
;
3741 const UINT max_lconsts
= gl_info
->limits
.arb_ps_local_constants
;
3743 fixup
->offset
= next_local
;
3744 fixup
->super
.active
= 0;
3747 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
3748 if (!(map
& (1 << i
))) continue;
3750 if (fixup
->offset
+ (cur
>> 1) < max_lconsts
) {
3751 fixup
->super
.active
|= (1 << i
);
3752 fixup
->super
.idx
[i
] = cur
++;
3754 FIXME("No free constant found to load NP2 fixup data into shader. "
3755 "Sampling from this texture will probably look wrong.\n");
3760 fixup
->super
.num_consts
= (cur
+ 1) >> 1;
3761 if (fixup
->super
.num_consts
) {
3762 shader_addline(buffer
, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3763 fixup
->super
.num_consts
, fixup
->offset
, fixup
->super
.num_consts
+ fixup
->offset
- 1);
3766 next_local
+= fixup
->super
.num_consts
;
3769 if (shader_priv
->clipplane_emulation
!= ~0U && args
->clip
)
3771 shader_addline(buffer
, "KIL fragment.texcoord[%u];\n", shader_priv
->clipplane_emulation
);
3774 /* Base Shader Body */
3775 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3777 if(args
->super
.srgb_correction
) {
3778 arbfp_add_sRGB_correction(buffer
, fragcolor
, srgbtmp
[0], srgbtmp
[1], srgbtmp
[2], srgbtmp
[3],
3779 priv_ctx
.target_version
>= NV2
);
3782 if(strcmp(fragcolor
, "result.color")) {
3783 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
3785 shader_addline(buffer
, "END\n");
3787 /* TODO: change to resource.glObjectHandle or something like that */
3788 GL_EXTCALL(glGenProgramsARB(1, &retval
));
3790 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
3791 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
3793 TRACE("Created hw pixel shader, prg=%d\n", retval
);
3794 /* Create the program and check for errors */
3795 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
3796 buffer
->bsize
, buffer
->buffer
));
3797 checkGLcall("glProgramStringARB()");
3799 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
3802 FIXME("HW PixelShader Error at position %d: %s\n\n",
3803 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3804 shader_arb_dump_program_source(buffer
->buffer
);
3811 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3812 checkGLcall("glGetProgramivARB()");
3813 if (!native
) WARN("Program exceeds native resource limits.\n");
3816 /* Load immediate constants */
3818 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
3819 const float *value
= (const float *)lconst
->value
;
3820 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
3821 checkGLcall("glProgramLocalParameter4fvARB");
3823 HeapFree(GetProcessHeap(), 0, lconst_map
);
3829 static int compare_sig(const struct wined3d_shader_signature_element
*sig1
, const struct wined3d_shader_signature_element
*sig2
)
3834 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3836 if (!sig1
[i
].semantic_name
|| !sig2
[i
].semantic_name
)
3838 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3839 if(sig1
[i
].semantic_name
!= sig2
[i
].semantic_name
) return sig1
[i
].semantic_name
< sig2
[i
].semantic_name
? -1 : 1;
3843 if ((ret
= strcmp(sig1
[i
].semantic_name
, sig2
[i
].semantic_name
))) return ret
;
3844 if(sig1
[i
].semantic_idx
!= sig2
[i
].semantic_idx
) return sig1
[i
].semantic_idx
< sig2
[i
].semantic_idx
? -1 : 1;
3845 if(sig1
[i
].sysval_semantic
!= sig2
[i
].sysval_semantic
) return sig1
[i
].sysval_semantic
< sig2
[i
].sysval_semantic
? -1 : 1;
3846 if(sig1
[i
].component_type
!= sig2
[i
].component_type
) return sig1
[i
].sysval_semantic
< sig2
[i
].component_type
? -1 : 1;
3847 if(sig1
[i
].register_idx
!= sig2
[i
].register_idx
) return sig1
[i
].register_idx
< sig2
[i
].register_idx
? -1 : 1;
3848 if(sig1
[i
].mask
!= sig2
->mask
) return sig1
[i
].mask
< sig2
[i
].mask
? -1 : 1;
3853 static struct wined3d_shader_signature_element
*clone_sig(const struct wined3d_shader_signature_element
*sig
)
3855 struct wined3d_shader_signature_element
*new;
3859 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*new) * MAX_REG_INPUT
);
3860 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3862 if (!sig
[i
].semantic_name
) continue;
3865 /* Clone the semantic string */
3866 name
= HeapAlloc(GetProcessHeap(), 0, strlen(sig
[i
].semantic_name
) + 1);
3867 strcpy(name
, sig
[i
].semantic_name
);
3868 new[i
].semantic_name
= name
;
3873 static DWORD
find_input_signature(struct shader_arb_priv
*priv
, const struct wined3d_shader_signature_element
*sig
)
3875 struct wine_rb_entry
*entry
= wine_rb_get(&priv
->signature_tree
, sig
);
3876 struct ps_signature
*found_sig
;
3880 found_sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
3881 TRACE("Found existing signature %u\n", found_sig
->idx
);
3882 return found_sig
->idx
;
3884 found_sig
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*sig
));
3885 found_sig
->sig
= clone_sig(sig
);
3886 found_sig
->idx
= priv
->ps_sig_number
++;
3887 TRACE("New signature stored and assigned number %u\n", found_sig
->idx
);
3888 if(wine_rb_put(&priv
->signature_tree
, sig
, &found_sig
->entry
) == -1)
3890 ERR("Failed to insert program entry.\n");
3892 return found_sig
->idx
;
3895 static void init_output_registers(IWineD3DVertexShaderImpl
*shader
, DWORD sig_num
, struct shader_arb_ctx_priv
*priv_ctx
,
3896 struct arb_vs_compiled_shader
*compiled
)
3899 static const char * const texcoords
[8] =
3901 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3902 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3904 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
3905 IWineD3DBaseShaderClass
*baseshader
= &shader
->baseShader
;
3906 const struct wined3d_shader_signature_element
*sig
;
3907 const char *semantic_name
;
3908 DWORD semantic_idx
, reg_idx
;
3910 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3911 * and varying 9 to result.color.secondary
3913 static const char * const decl_idx_to_string
[MAX_REG_INPUT
] =
3915 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3916 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3917 "result.color.primary", "result.color.secondary"
3922 TRACE("Pixel shader uses builtin varyings\n");
3923 /* Map builtins to builtins */
3924 for(i
= 0; i
< 8; i
++)
3926 priv_ctx
->texcrd_output
[i
] = texcoords
[i
];
3928 priv_ctx
->color_output
[0] = "result.color.primary";
3929 priv_ctx
->color_output
[1] = "result.color.secondary";
3930 priv_ctx
->fog_output
= "result.fogcoord";
3932 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3933 for (i
= 0; i
< (sizeof(baseshader
->output_signature
) / sizeof(*baseshader
->output_signature
)); ++i
)
3935 semantic_name
= baseshader
->output_signature
[i
].semantic_name
;
3936 if (!semantic_name
) continue;
3938 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3940 TRACE("o%u is TMP_OUT\n", i
);
3941 if (!baseshader
->output_signature
[i
].semantic_idx
) priv_ctx
->vs_output
[i
] = "TMP_OUT";
3942 else priv_ctx
->vs_output
[i
] = "TA";
3944 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3946 TRACE("o%u is result.pointsize\n", i
);
3947 if (!baseshader
->output_signature
[i
].semantic_idx
) priv_ctx
->vs_output
[i
] = "result.pointsize";
3948 else priv_ctx
->vs_output
[i
] = "TA";
3950 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3952 TRACE("o%u is result.color.?, idx %u\n", i
, baseshader
->output_signature
[i
].semantic_idx
);
3953 if (!baseshader
->output_signature
[i
].semantic_idx
)
3954 priv_ctx
->vs_output
[i
] = "result.color.primary";
3955 else if (baseshader
->output_signature
[i
].semantic_idx
== 1)
3956 priv_ctx
->vs_output
[i
] = "result.color.secondary";
3957 else priv_ctx
->vs_output
[i
] = "TA";
3959 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3961 TRACE("o%u is %s\n", i
, texcoords
[baseshader
->output_signature
[i
].semantic_idx
]);
3962 if (baseshader
->output_signature
[i
].semantic_idx
>= 8) priv_ctx
->vs_output
[i
] = "TA";
3963 else priv_ctx
->vs_output
[i
] = texcoords
[baseshader
->output_signature
[i
].semantic_idx
];
3965 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3967 TRACE("o%u is result.fogcoord\n", i
);
3968 if (baseshader
->output_signature
[i
].semantic_idx
> 0) priv_ctx
->vs_output
[i
] = "TA";
3969 else priv_ctx
->vs_output
[i
] = "result.fogcoord";
3973 priv_ctx
->vs_output
[i
] = "TA";
3979 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3980 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3982 sig
= device
->stateBlock
->state
.pixel_shader
->baseShader
.input_signature
;
3983 TRACE("Pixel shader uses declared varyings\n");
3985 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3986 for(i
= 0; i
< 8; i
++)
3988 priv_ctx
->texcrd_output
[i
] = "TA";
3990 priv_ctx
->color_output
[0] = "TA";
3991 priv_ctx
->color_output
[1] = "TA";
3992 priv_ctx
->fog_output
= "TA";
3994 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
3996 semantic_name
= sig
[i
].semantic_name
;
3997 semantic_idx
= sig
[i
].semantic_idx
;
3998 reg_idx
= sig
[i
].register_idx
;
3999 if (!semantic_name
) continue;
4001 /* If a declared input register is not written by builtin arguments, don't write to it.
4002 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4004 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4005 * to TMP_OUT in any case
4007 if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
4009 if(semantic_idx
< 8) priv_ctx
->texcrd_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
4011 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
4013 if(semantic_idx
< 2) priv_ctx
->color_output
[semantic_idx
] = decl_idx_to_string
[reg_idx
];
4015 else if(shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
4017 if (!semantic_idx
) priv_ctx
->fog_output
= decl_idx_to_string
[reg_idx
];
4024 if (!strcmp(decl_idx_to_string
[reg_idx
], "result.color.primary")
4025 || !strcmp(decl_idx_to_string
[reg_idx
], "result.color.secondary"))
4027 compiled
->need_color_unclamp
= TRUE
;
4031 /* Map declared to declared */
4032 for (i
= 0; i
< (sizeof(baseshader
->output_signature
) / sizeof(*baseshader
->output_signature
)); ++i
)
4034 /* Write unread output to TA to throw them away */
4035 priv_ctx
->vs_output
[i
] = "TA";
4036 semantic_name
= baseshader
->output_signature
[i
].semantic_name
;
4037 if (!semantic_name
) continue;
4039 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
)
4040 && !baseshader
->output_signature
[i
].semantic_idx
)
4042 priv_ctx
->vs_output
[i
] = "TMP_OUT";
4045 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
)
4046 && !baseshader
->output_signature
[i
].semantic_idx
)
4048 priv_ctx
->vs_output
[i
] = "result.pointsize";
4052 for(j
= 0; j
< MAX_REG_INPUT
; j
++)
4054 if (!sig
[j
].semantic_name
) continue;
4056 if (!strcmp(sig
[j
].semantic_name
, semantic_name
)
4057 && sig
[j
].semantic_idx
== baseshader
->output_signature
[i
].semantic_idx
)
4059 priv_ctx
->vs_output
[i
] = decl_idx_to_string
[sig
[j
].register_idx
];
4061 if (!strcmp(priv_ctx
->vs_output
[i
], "result.color.primary")
4062 || !strcmp(priv_ctx
->vs_output
[i
], "result.color.secondary"))
4064 compiled
->need_color_unclamp
= TRUE
;
4071 /* GL locking is done by the caller */
4072 static GLuint
shader_arb_generate_vshader(IWineD3DVertexShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
4073 const struct arb_vs_compile_args
*args
, struct arb_vs_compiled_shader
*compiled
)
4075 const shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
4076 CONST DWORD
*function
= This
->baseShader
.function
;
4077 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
4078 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4079 const local_constant
*lconst
;
4081 DWORD next_local
, *lconst_map
= local_const_mapping((IWineD3DBaseShaderImpl
*) This
);
4082 struct shader_arb_ctx_priv priv_ctx
;
4086 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4087 priv_ctx
.cur_vs_args
= args
;
4088 list_init(&priv_ctx
.control_frames
);
4089 init_output_registers(This
, args
->ps_signature
, &priv_ctx
, compiled
);
4091 /* Create the hw ARB shader */
4092 shader_addline(buffer
, "!!ARBvp1.0\n");
4094 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4095 * mesurable performance penalty, and we can always make use of it for clipplanes.
4097 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4099 shader_addline(buffer
, "OPTION NV_vertex_program3;\n");
4100 priv_ctx
.target_version
= NV3
;
4101 shader_addline(buffer
, "ADDRESS aL;\n");
4103 else if (gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4105 shader_addline(buffer
, "OPTION NV_vertex_program2;\n");
4106 priv_ctx
.target_version
= NV2
;
4107 shader_addline(buffer
, "ADDRESS aL;\n");
4109 priv_ctx
.target_version
= ARB
;
4112 shader_addline(buffer
, "TEMP TMP_OUT;\n");
4113 if(need_helper_const((IWineD3DBaseShaderImpl
*) This
, gl_info
)) {
4114 shader_addline(buffer
, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps
);
4116 if(need_rel_addr_const((IWineD3DBaseShaderImpl
*) This
, gl_info
)) {
4117 shader_addline(buffer
, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", This
->rel_offset
);
4118 shader_addline(buffer
, "TEMP A0_SHADOW;\n");
4121 shader_addline(buffer
, "TEMP TA;\n");
4123 /* Base Declarations */
4124 next_local
= shader_generate_arb_declarations((IWineD3DBaseShader
*)This
,
4125 reg_maps
, buffer
, gl_info
, lconst_map
, &priv_ctx
.vs_clipplanes
, &priv_ctx
);
4127 for(i
= 0; i
< MAX_CONST_I
; i
++)
4129 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
4130 if(reg_maps
->integer_constants
& (1 << i
) && priv_ctx
.target_version
>= NV2
)
4132 const DWORD
*control_values
= find_loop_control_values((IWineD3DBaseShaderImpl
*) This
, i
);
4136 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
4137 control_values
[0], control_values
[1], control_values
[2]);
4141 compiled
->int_consts
[i
] = next_local
;
4142 compiled
->num_int_consts
++;
4143 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
4148 /* We need a constant to fixup the final position */
4149 shader_addline(buffer
, "PARAM posFixup = program.local[%u];\n", next_local
);
4150 compiled
->pos_fixup
= next_local
++;
4152 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4153 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4154 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4155 * a replacement shader depend on the texcoord.w being set properly.
4157 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4158 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4159 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4160 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4161 * this can eat a number of instructions, so skip it unless this cap is set as well
4163 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
])
4165 const char *color_init
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_0001
);
4166 shader_addline(buffer
, "MOV result.color.secondary, %s;\n", color_init
);
4168 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
&& !device
->frag_pipe
->ffp_proj_control
)
4171 const char *one
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_ONE
);
4172 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++)
4174 if (This
->baseShader
.reg_maps
.texcoord_mask
[i
]
4175 && This
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
4176 shader_addline(buffer
, "MOV result.texcoord[%u].w, %s\n", i
, one
);
4181 /* The shader starts with the main function */
4182 priv_ctx
.in_main_func
= TRUE
;
4183 /* Base Shader Body */
4184 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
4186 if(!priv_ctx
.footer_written
) vshader_add_footer(This
, buffer
, args
, &priv_ctx
);
4188 shader_addline(buffer
, "END\n");
4190 /* TODO: change to resource.glObjectHandle or something like that */
4191 GL_EXTCALL(glGenProgramsARB(1, &ret
));
4193 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
4194 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
4196 TRACE("Created hw vertex shader, prg=%d\n", ret
);
4197 /* Create the program and check for errors */
4198 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
4199 buffer
->bsize
, buffer
->buffer
));
4200 checkGLcall("glProgramStringARB()");
4202 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &errPos
);
4205 FIXME("HW VertexShader Error at position %d: %s\n\n",
4206 errPos
, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
4207 shader_arb_dump_program_source(buffer
->buffer
);
4214 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
4215 checkGLcall("glGetProgramivARB()");
4216 if (!native
) WARN("Program exceeds native resource limits.\n");
4218 /* Load immediate constants */
4220 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
4221 const float *value
= (const float *)lconst
->value
;
4222 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, lconst_map
[lconst
->idx
], value
));
4226 HeapFree(GetProcessHeap(), 0, lconst_map
);
4231 /* GL locking is done by the caller */
4232 static struct arb_ps_compiled_shader
*find_arb_pshader(IWineD3DPixelShaderImpl
*shader
, const struct arb_ps_compile_args
*args
)
4234 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
4237 struct arb_ps_compiled_shader
*new_array
;
4238 struct wined3d_shader_buffer buffer
;
4239 struct arb_pshader_private
*shader_data
;
4242 if (!shader
->baseShader
.backend_data
)
4244 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4245 struct shader_arb_priv
*priv
= device
->shader_priv
;
4247 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4248 shader_data
= shader
->baseShader
.backend_data
;
4249 shader_data
->clamp_consts
= shader
->baseShader
.reg_maps
.shader_version
.major
== 1;
4251 if(shader
->baseShader
.reg_maps
.shader_version
.major
< 3) shader_data
->input_signature_idx
= ~0;
4252 else shader_data
->input_signature_idx
= find_input_signature(priv
, shader
->baseShader
.input_signature
);
4254 shader_data
->has_signature_idx
= TRUE
;
4255 TRACE("Shader got assigned input signature index %u\n", shader_data
->input_signature_idx
);
4257 if (!device
->vs_clipping
)
4258 shader_data
->clipplane_emulation
= shader_find_free_input_register(&shader
->baseShader
.reg_maps
,
4259 gl_info
->limits
.texture_stages
- 1);
4261 shader_data
->clipplane_emulation
= ~0U;
4263 shader_data
= shader
->baseShader
.backend_data
;
4265 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4266 * so a linear search is more performant than a hashmap or a binary search
4267 * (cache coherency etc)
4269 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4271 if (!memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)))
4272 return &shader_data
->gl_shaders
[i
];
4275 TRACE("No matching GL shader found, compiling a new shader\n");
4276 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4277 if (shader_data
->num_gl_shaders
)
4279 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4280 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4281 new_size
* sizeof(*shader_data
->gl_shaders
));
4283 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4288 ERR("Out of memory\n");
4291 shader_data
->gl_shaders
= new_array
;
4292 shader_data
->shader_array_size
= new_size
;
4295 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4297 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
,
4298 (IWineD3DBaseTexture
**)device
->stateBlock
->state
.textures
);
4300 if (!shader_buffer_init(&buffer
))
4302 ERR("Failed to initialize shader buffer.\n");
4306 ret
= shader_arb_generate_pshader(shader
, &buffer
, args
,
4307 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4308 shader_buffer_free(&buffer
);
4309 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4311 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4314 static inline BOOL
vs_args_equal(const struct arb_vs_compile_args
*stored
, const struct arb_vs_compile_args
*new,
4315 const DWORD use_map
, BOOL skip_int
) {
4316 if((stored
->super
.swizzle_map
& use_map
) != new->super
.swizzle_map
) return FALSE
;
4317 if(stored
->super
.clip_enabled
!= new->super
.clip_enabled
) return FALSE
;
4318 if(stored
->super
.fog_src
!= new->super
.fog_src
) return FALSE
;
4319 if(stored
->clip
.boolclip_compare
!= new->clip
.boolclip_compare
) return FALSE
;
4320 if(stored
->ps_signature
!= new->ps_signature
) return FALSE
;
4321 if(stored
->vertex
.samplers_compare
!= new->vertex
.samplers_compare
) return FALSE
;
4322 if(skip_int
) return TRUE
;
4324 return !memcmp(stored
->loop_ctrl
, new->loop_ctrl
, sizeof(stored
->loop_ctrl
));
4327 static struct arb_vs_compiled_shader
*find_arb_vshader(IWineD3DVertexShaderImpl
*shader
, const struct arb_vs_compile_args
*args
)
4331 struct arb_vs_compiled_shader
*new_array
;
4332 DWORD use_map
= ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->strided_streams
.use_map
;
4333 struct wined3d_shader_buffer buffer
;
4334 struct arb_vshader_private
*shader_data
;
4336 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->adapter
->gl_info
;
4338 if (!shader
->baseShader
.backend_data
)
4340 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4342 shader_data
= shader
->baseShader
.backend_data
;
4344 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4345 * so a linear search is more performant than a hashmap or a binary search
4346 * (cache coherency etc)
4348 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4349 if (vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
,
4350 use_map
, gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]))
4352 return &shader_data
->gl_shaders
[i
];
4356 TRACE("No matching GL shader found, compiling a new shader\n");
4358 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4359 if (shader_data
->num_gl_shaders
)
4361 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4362 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4363 new_size
* sizeof(*shader_data
->gl_shaders
));
4365 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4370 ERR("Out of memory\n");
4373 shader_data
->gl_shaders
= new_array
;
4374 shader_data
->shader_array_size
= new_size
;
4377 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4379 if (!shader_buffer_init(&buffer
))
4381 ERR("Failed to initialize shader buffer.\n");
4385 ret
= shader_arb_generate_vshader(shader
, &buffer
, args
,
4386 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4387 shader_buffer_free(&buffer
);
4388 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4390 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4393 static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
,
4394 struct arb_ps_compile_args
*args
)
4398 const struct wined3d_gl_info
*gl_info
= &((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->adapter
->gl_info
;
4399 find_ps_compile_args(shader
, stateblock
, &args
->super
);
4401 /* This forces all local boolean constants to 1 to make them stateblock independent */
4402 args
->bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4404 for(i
= 0; i
< MAX_CONST_B
; i
++)
4406 if (stateblock
->state
.ps_consts_b
[i
])
4407 args
->bools
|= ( 1 << i
);
4410 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4411 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4412 * duplicate the shader than have a no-op KIL instruction in every shader
4414 if ((!((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->vs_clipping
) && use_vs(stateblock
)
4415 && stateblock
->state
.render_states
[WINED3DRS_CLIPPING
]
4416 && stateblock
->state
.render_states
[WINED3DRS_CLIPPLANEENABLE
])
4421 /* Skip if unused or local, or supported natively */
4422 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4423 if (int_skip
== 0xffff || gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
4425 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4429 for(i
= 0; i
< MAX_CONST_I
; i
++)
4431 if(int_skip
& (1 << i
))
4433 args
->loop_ctrl
[i
][0] = 0;
4434 args
->loop_ctrl
[i
][1] = 0;
4435 args
->loop_ctrl
[i
][2] = 0;
4439 args
->loop_ctrl
[i
][0] = stateblock
->state
.ps_consts_i
[i
* 4];
4440 args
->loop_ctrl
[i
][1] = stateblock
->state
.ps_consts_i
[i
* 4 + 1];
4441 args
->loop_ctrl
[i
][2] = stateblock
->state
.ps_consts_i
[i
* 4 + 2];
4446 static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl
*shader
, IWineD3DStateBlockImpl
*stateblock
,
4447 struct arb_vs_compile_args
*args
)
4451 IWineD3DDeviceImpl
*dev
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
4452 const struct wined3d_gl_info
*gl_info
= &dev
->adapter
->gl_info
;
4453 find_vs_compile_args(shader
, stateblock
, &args
->super
);
4455 args
->clip
.boolclip_compare
= 0;
4456 if(use_ps(stateblock
))
4458 IWineD3DPixelShaderImpl
*ps
= stateblock
->state
.pixel_shader
;
4459 struct arb_pshader_private
*shader_priv
= ps
->baseShader
.backend_data
;
4460 args
->ps_signature
= shader_priv
->input_signature_idx
;
4462 args
->clip
.boolclip
.clip_texcoord
= shader_priv
->clipplane_emulation
+ 1;
4466 args
->ps_signature
= ~0;
4467 if(!dev
->vs_clipping
)
4469 args
->clip
.boolclip
.clip_texcoord
= ffp_clip_emul(stateblock
) ? gl_info
->limits
.texture_stages
: 0;
4471 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4474 if (args
->clip
.boolclip
.clip_texcoord
)
4476 if (stateblock
->state
.render_states
[WINED3DRS_CLIPPING
])
4477 args
->clip
.boolclip
.clipplane_mask
= (unsigned char)stateblock
->state
.render_states
[WINED3DRS_CLIPPLANEENABLE
];
4478 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4481 /* This forces all local boolean constants to 1 to make them stateblock independent */
4482 args
->clip
.boolclip
.bools
= shader
->baseShader
.reg_maps
.local_bool_consts
;
4483 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4484 for(i
= 0; i
< MAX_CONST_B
; i
++)
4486 if (stateblock
->state
.vs_consts_b
[i
])
4487 args
->clip
.boolclip
.bools
|= ( 1 << i
);
4490 args
->vertex
.samplers
[0] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 0];
4491 args
->vertex
.samplers
[1] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 1];
4492 args
->vertex
.samplers
[2] = dev
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ 2];
4493 args
->vertex
.samplers
[3] = 0;
4495 /* Skip if unused or local */
4496 int_skip
= ~shader
->baseShader
.reg_maps
.integer_constants
| shader
->baseShader
.reg_maps
.local_int_consts
;
4497 /* This is about flow control, not clipping. */
4498 if (int_skip
== 0xffff || gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4500 memset(&args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4504 for(i
= 0; i
< MAX_CONST_I
; i
++)
4506 if(int_skip
& (1 << i
))
4508 args
->loop_ctrl
[i
][0] = 0;
4509 args
->loop_ctrl
[i
][1] = 0;
4510 args
->loop_ctrl
[i
][2] = 0;
4514 args
->loop_ctrl
[i
][0] = stateblock
->state
.vs_consts_i
[i
* 4];
4515 args
->loop_ctrl
[i
][1] = stateblock
->state
.vs_consts_i
[i
* 4 + 1];
4516 args
->loop_ctrl
[i
][2] = stateblock
->state
.vs_consts_i
[i
* 4 + 2];
4521 /* GL locking is done by the caller */
4522 static void shader_arb_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4524 IWineD3DDeviceImpl
*This
= context
->swapchain
->device
;
4525 struct shader_arb_priv
*priv
= This
->shader_priv
;
4526 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4529 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4531 struct arb_ps_compile_args compile_args
;
4532 struct arb_ps_compiled_shader
*compiled
;
4533 IWineD3DPixelShaderImpl
*ps
= This
->stateBlock
->state
.pixel_shader
;
4535 TRACE("Using pixel shader %p.\n", ps
);
4536 find_arb_ps_compile_args(ps
, This
->stateBlock
, &compile_args
);
4537 compiled
= find_arb_pshader(ps
, &compile_args
);
4538 priv
->current_fprogram_id
= compiled
->prgId
;
4539 priv
->compiled_fprog
= compiled
;
4541 /* Bind the fragment program */
4542 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4543 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4545 if(!priv
->use_arbfp_fixed_func
) {
4546 /* Enable OpenGL fragment programs */
4547 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4548 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4550 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
4552 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4553 * a 1.x and newer shader, reload the first 8 constants
4555 if(priv
->last_ps_const_clamped
!= ((struct arb_pshader_private
*)ps
->baseShader
.backend_data
)->clamp_consts
)
4557 priv
->last_ps_const_clamped
= ((struct arb_pshader_private
*)ps
->baseShader
.backend_data
)->clamp_consts
;
4558 This
->highest_dirty_ps_const
= max(This
->highest_dirty_ps_const
, 8);
4559 for(i
= 0; i
< 8; i
++)
4561 context
->pshader_const_dirty
[i
] = 1;
4563 /* Also takes care of loading local constants */
4564 shader_arb_load_constants(context
, TRUE
, FALSE
);
4568 shader_arb_ps_local_constants(This
);
4571 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4572 if (compiled
->np2fixup_info
.super
.active
)
4573 shader_arb_load_np2fixup_constants((IWineD3DDevice
*)This
, usePS
, useVS
);
4575 else if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
] && !priv
->use_arbfp_fixed_func
)
4577 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4578 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4579 * replacement shader
4581 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4582 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4583 priv
->current_fprogram_id
= 0;
4587 struct arb_vs_compile_args compile_args
;
4588 struct arb_vs_compiled_shader
*compiled
;
4589 IWineD3DVertexShaderImpl
*vs
= This
->stateBlock
->state
.vertex_shader
;
4591 TRACE("Using vertex shader %p\n", vs
);
4592 find_arb_vs_compile_args(vs
, This
->stateBlock
, &compile_args
);
4593 compiled
= find_arb_vshader(vs
, &compile_args
);
4594 priv
->current_vprogram_id
= compiled
->prgId
;
4595 priv
->compiled_vprog
= compiled
;
4597 /* Bind the vertex program */
4598 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4599 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4601 /* Enable OpenGL vertex programs */
4602 glEnable(GL_VERTEX_PROGRAM_ARB
);
4603 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4604 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
4605 shader_arb_vs_local_constants(This
);
4607 if(priv
->last_vs_color_unclamp
!= compiled
->need_color_unclamp
) {
4608 priv
->last_vs_color_unclamp
= compiled
->need_color_unclamp
;
4610 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4612 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, !compiled
->need_color_unclamp
));
4613 checkGLcall("glClampColorARB");
4615 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4619 else if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4621 priv
->current_vprogram_id
= 0;
4622 glDisable(GL_VERTEX_PROGRAM_ARB
);
4623 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4627 /* GL locking is done by the caller */
4628 static void shader_arb_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
, const SIZE
*ds_mask_size
)
4630 const float mask
[] = {0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
};
4631 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4632 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
4633 struct shader_arb_priv
*priv
= This
->shader_priv
;
4634 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4635 GLuint
*blt_fprogram
;
4637 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
4638 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
4639 glEnable(GL_VERTEX_PROGRAM_ARB
);
4641 blt_fprogram
= masked
? &priv
->depth_blt_fprogram_id_masked
[tex_type
] : &priv
->depth_blt_fprogram_id_full
[tex_type
];
4642 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
, masked
);
4643 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
4644 if (masked
) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, mask
));
4645 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4648 /* GL locking is done by the caller */
4649 static void shader_arb_deselect_depth_blt(IWineD3DDevice
*iface
) {
4650 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4651 struct shader_arb_priv
*priv
= This
->shader_priv
;
4652 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4654 if (priv
->current_vprogram_id
) {
4655 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4656 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4658 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This
, priv
->current_vprogram_id
);
4660 glDisable(GL_VERTEX_PROGRAM_ARB
);
4661 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4664 if (priv
->current_fprogram_id
) {
4665 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4666 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4668 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This
, priv
->current_fprogram_id
);
4669 } else if(!priv
->use_arbfp_fixed_func
) {
4670 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4671 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4675 static void shader_arb_destroy(IWineD3DBaseShader
*iface
) {
4676 IWineD3DBaseShaderImpl
*baseShader
= (IWineD3DBaseShaderImpl
*) iface
;
4677 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)baseShader
->baseShader
.device
;
4678 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4680 if (shader_is_pshader_version(baseShader
->baseShader
.reg_maps
.shader_version
.type
))
4682 struct arb_pshader_private
*shader_data
= baseShader
->baseShader
.backend_data
;
4685 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4687 if (shader_data
->num_gl_shaders
)
4689 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4692 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4694 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4695 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4699 context_release(context
);
4702 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4703 HeapFree(GetProcessHeap(), 0, shader_data
);
4704 baseShader
->baseShader
.backend_data
= NULL
;
4708 struct arb_vshader_private
*shader_data
= baseShader
->baseShader
.backend_data
;
4711 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4713 if (shader_data
->num_gl_shaders
)
4715 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4718 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4720 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4721 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4725 context_release(context
);
4728 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4729 HeapFree(GetProcessHeap(), 0, shader_data
);
4730 baseShader
->baseShader
.backend_data
= NULL
;
4734 static int sig_tree_compare(const void *key
, const struct wine_rb_entry
*entry
)
4736 struct ps_signature
*e
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4737 return compare_sig(key
, e
->sig
);
4740 static const struct wine_rb_functions sig_tree_functions
=
4748 static HRESULT
shader_arb_alloc(IWineD3DDevice
*iface
) {
4749 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4750 struct shader_arb_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
));
4751 if(wine_rb_init(&priv
->signature_tree
, &sig_tree_functions
) == -1)
4753 ERR("RB tree init failed\n");
4754 HeapFree(GetProcessHeap(), 0, priv
);
4755 return E_OUTOFMEMORY
;
4757 This
->shader_priv
= priv
;
4761 static void release_signature(struct wine_rb_entry
*entry
, void *context
)
4763 struct ps_signature
*sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4765 for(i
= 0; i
< MAX_REG_INPUT
; i
++)
4767 HeapFree(GetProcessHeap(), 0, (char *) sig
->sig
[i
].semantic_name
);
4769 HeapFree(GetProcessHeap(), 0, sig
->sig
);
4770 HeapFree(GetProcessHeap(), 0, sig
);
4773 /* Context activation is done by the caller. */
4774 static void shader_arb_free(IWineD3DDevice
*iface
) {
4775 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4776 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4777 struct shader_arb_priv
*priv
= This
->shader_priv
;
4781 if(priv
->depth_blt_vprogram_id
) {
4782 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
4784 for (i
= 0; i
< tex_type_count
; ++i
)
4786 if (priv
->depth_blt_fprogram_id_full
[i
])
4788 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_full
[i
]));
4790 if (priv
->depth_blt_fprogram_id_masked
[i
])
4792 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_masked
[i
]));
4797 wine_rb_destroy(&priv
->signature_tree
, release_signature
, NULL
);
4798 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
4801 static BOOL
shader_arb_dirty_const(IWineD3DDevice
*iface
) {
4805 static void shader_arb_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*pCaps
)
4807 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4811 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4812 * for vertex programs. If the native limit is less than that it's
4813 * not very useful, and e.g. Mesa swrast returns 0, probably to
4814 * indicate it's a software implementation. */
4815 if (gl_info
->limits
.arb_vs_native_constants
< 96)
4816 vs_consts
= gl_info
->limits
.arb_vs_float_constants
;
4818 vs_consts
= min(gl_info
->limits
.arb_vs_float_constants
, gl_info
->limits
.arb_vs_native_constants
);
4820 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4822 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4823 TRACE_(d3d_caps
)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4825 else if (vs_consts
>= 256)
4827 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4828 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4829 TRACE_(d3d_caps
)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4833 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(1,1);
4834 TRACE_(d3d_caps
)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4836 pCaps
->MaxVertexShaderConst
= vs_consts
;
4840 pCaps
->VertexShaderVersion
= 0;
4841 pCaps
->MaxVertexShaderConst
= 0;
4844 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
4848 /* Similar as above for vertex programs, but the minimum for fragment
4849 * programs is 24. */
4850 if (gl_info
->limits
.arb_ps_native_constants
< 24)
4851 ps_consts
= gl_info
->limits
.arb_ps_float_constants
;
4853 ps_consts
= min(gl_info
->limits
.arb_ps_float_constants
, gl_info
->limits
.arb_ps_native_constants
);
4855 if (gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
4857 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4858 TRACE_(d3d_caps
)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4860 else if (ps_consts
>= 32)
4862 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4863 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4864 TRACE_(d3d_caps
)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4868 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(1,4);
4869 TRACE_(d3d_caps
)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4871 pCaps
->PixelShader1xMaxValue
= 8.0f
;
4872 pCaps
->MaxPixelShaderConst
= ps_consts
;
4876 pCaps
->PixelShaderVersion
= 0;
4877 pCaps
->PixelShader1xMaxValue
= 0.0f
;
4878 pCaps
->MaxPixelShaderConst
= 0;
4881 pCaps
->VSClipping
= use_nv_clip(gl_info
);
4884 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
4886 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4888 TRACE("Checking support for color_fixup:\n");
4889 dump_color_fixup_desc(fixup
);
4892 /* We support everything except complex conversions. */
4893 if (!is_complex_fixup(fixup
))
4899 TRACE("[FAILED]\n");
4903 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
4905 char write_mask
[20], regstr
[50];
4906 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
4907 BOOL is_color
= FALSE
;
4908 const struct wined3d_shader_dst_param
*dst
;
4910 if (!ins
->dst_count
) return;
4914 if (!shift
) return; /* Saturate alone is handled by the instructions */
4916 shader_arb_get_write_mask(ins
, dst
, write_mask
);
4917 shader_arb_get_register_name(ins
, &dst
->reg
, regstr
, &is_color
);
4919 /* Generate a line that does the output modifier computation
4920 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4921 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4923 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins
),
4924 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
4927 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4929 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
4930 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
4931 /* WINED3DSIH_BEM */ pshader_hw_bem
,
4932 /* WINED3DSIH_BREAK */ shader_hw_break
,
4933 /* WINED3DSIH_BREAKC */ shader_hw_breakc
,
4934 /* WINED3DSIH_BREAKP */ NULL
,
4935 /* WINED3DSIH_CALL */ shader_hw_call
,
4936 /* WINED3DSIH_CALLNZ */ NULL
,
4937 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
4938 /* WINED3DSIH_CND */ pshader_hw_cnd
,
4939 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
4940 /* WINED3DSIH_CUT */ NULL
,
4941 /* WINED3DSIH_DCL */ NULL
,
4942 /* WINED3DSIH_DEF */ NULL
,
4943 /* WINED3DSIH_DEFB */ NULL
,
4944 /* WINED3DSIH_DEFI */ NULL
,
4945 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
4946 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
4947 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
4948 /* WINED3DSIH_DST */ shader_hw_map2gl
,
4949 /* WINED3DSIH_DSX */ shader_hw_map2gl
,
4950 /* WINED3DSIH_DSY */ shader_hw_dsy
,
4951 /* WINED3DSIH_ELSE */ shader_hw_else
,
4952 /* WINED3DSIH_EMIT */ NULL
,
4953 /* WINED3DSIH_ENDIF */ shader_hw_endif
,
4954 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop
,
4955 /* WINED3DSIH_ENDREP */ shader_hw_endrep
,
4956 /* WINED3DSIH_EXP */ shader_hw_scalar_op
,
4957 /* WINED3DSIH_EXPP */ shader_hw_scalar_op
,
4958 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
4959 /* WINED3DSIH_IADD */ NULL
,
4960 /* WINED3DSIH_IF */ NULL
/* Hardcoded into the shader */,
4961 /* WINED3DSIH_IFC */ shader_hw_ifc
,
4962 /* WINED3DSIH_IGE */ NULL
,
4963 /* WINED3DSIH_LABEL */ shader_hw_label
,
4964 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
4965 /* WINED3DSIH_LOG */ shader_hw_log_pow
,
4966 /* WINED3DSIH_LOGP */ shader_hw_log_pow
,
4967 /* WINED3DSIH_LOOP */ shader_hw_loop
,
4968 /* WINED3DSIH_LRP */ shader_hw_lrp
,
4969 /* WINED3DSIH_LT */ NULL
,
4970 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
4971 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
4972 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
4973 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
4974 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
4975 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
4976 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
4977 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
4978 /* WINED3DSIH_MOV */ shader_hw_mov
,
4979 /* WINED3DSIH_MOVA */ shader_hw_mov
,
4980 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
4981 /* WINED3DSIH_NOP */ shader_hw_nop
,
4982 /* WINED3DSIH_NRM */ shader_hw_nrm
,
4983 /* WINED3DSIH_PHASE */ NULL
,
4984 /* WINED3DSIH_POW */ shader_hw_log_pow
,
4985 /* WINED3DSIH_RCP */ shader_hw_rcp
,
4986 /* WINED3DSIH_REP */ shader_hw_rep
,
4987 /* WINED3DSIH_RET */ shader_hw_ret
,
4988 /* WINED3DSIH_RSQ */ shader_hw_scalar_op
,
4989 /* WINED3DSIH_SETP */ NULL
,
4990 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
4991 /* WINED3DSIH_SGN */ shader_hw_sgn
,
4992 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
4993 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
4994 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
4995 /* WINED3DSIH_TEX */ pshader_hw_tex
,
4996 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
4997 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
4998 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
4999 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
5000 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
5001 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
5002 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
5003 /* WINED3DSIH_TEXLDD */ shader_hw_texldd
,
5004 /* WINED3DSIH_TEXLDL */ shader_hw_texldl
,
5005 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
5006 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
5007 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
5008 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
5009 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
5010 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
5011 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
5012 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
5013 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
5014 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
5015 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
5016 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
5019 static inline BOOL
get_bool_const(const struct wined3d_shader_instruction
*ins
, IWineD3DBaseShaderImpl
*This
, DWORD idx
)
5021 BOOL vshader
= shader_is_vshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
5023 WORD flag
= (1 << idx
);
5024 const local_constant
*constant
;
5025 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5027 if(This
->baseShader
.reg_maps
.local_bool_consts
& flag
)
5029 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5030 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsB
, local_constant
, entry
)
5032 if (constant
->idx
== idx
)
5034 return constant
->value
[0];
5037 ERR("Local constant not found\n");
5042 if(vshader
) bools
= priv
->cur_vs_args
->clip
.boolclip
.bools
;
5043 else bools
= priv
->cur_ps_args
->bools
;
5044 return bools
& flag
;
5048 static void get_loop_control_const(const struct wined3d_shader_instruction
*ins
,
5049 IWineD3DBaseShaderImpl
*This
, UINT idx
, struct wined3d_shader_loop_control
*loop_control
)
5051 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5053 /* Integer constants can either be a local constant, or they can be stored in the shader
5054 * type specific compile args. */
5055 if (This
->baseShader
.reg_maps
.local_int_consts
& (1 << idx
))
5057 const local_constant
*constant
;
5059 LIST_FOR_EACH_ENTRY(constant
, &This
->baseShader
.constantsI
, local_constant
, entry
)
5061 if (constant
->idx
== idx
)
5063 loop_control
->count
= constant
->value
[0];
5064 loop_control
->start
= constant
->value
[1];
5065 /* Step is signed. */
5066 loop_control
->step
= (int)constant
->value
[2];
5070 /* If this happens the flag was set incorrectly */
5071 ERR("Local constant not found\n");
5072 loop_control
->count
= 0;
5073 loop_control
->start
= 0;
5074 loop_control
->step
= 0;
5078 switch (This
->baseShader
.reg_maps
.shader_version
.type
)
5080 case WINED3D_SHADER_TYPE_VERTEX
:
5081 /* Count and aL start value are unsigned */
5082 loop_control
->count
= priv
->cur_vs_args
->loop_ctrl
[idx
][0];
5083 loop_control
->start
= priv
->cur_vs_args
->loop_ctrl
[idx
][1];
5084 /* Step is signed. */
5085 loop_control
->step
= ((char)priv
->cur_vs_args
->loop_ctrl
[idx
][2]);
5088 case WINED3D_SHADER_TYPE_PIXEL
:
5089 loop_control
->count
= priv
->cur_ps_args
->loop_ctrl
[idx
][0];
5090 loop_control
->start
= priv
->cur_ps_args
->loop_ctrl
[idx
][1];
5091 loop_control
->step
= ((char)priv
->cur_ps_args
->loop_ctrl
[idx
][2]);
5095 FIXME("Unhandled shader type %#x.\n", This
->baseShader
.reg_maps
.shader_version
.type
);
5100 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
5103 struct wined3d_shader_dst_param
*dst_param
= NULL
;
5104 struct wined3d_shader_src_param
*src_param
= NULL
, *rel_addr
= NULL
;
5105 struct recorded_instruction
*rec
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*rec
));
5108 ERR("Out of memory\n");
5113 dst_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
));
5114 if(!dst_param
) goto free
;
5115 *dst_param
= *ins
->dst
;
5116 if(ins
->dst
->reg
.rel_addr
)
5118 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
->reg
.rel_addr
));
5119 if(!rel_addr
) goto free
;
5120 *rel_addr
= *ins
->dst
->reg
.rel_addr
;
5121 dst_param
->reg
.rel_addr
= rel_addr
;
5123 rec
->ins
.dst
= dst_param
;
5125 src_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param
) * ins
->src_count
);
5126 if(!src_param
) goto free
;
5127 for(i
= 0; i
< ins
->src_count
; i
++)
5129 src_param
[i
] = ins
->src
[i
];
5130 if(ins
->src
[i
].reg
.rel_addr
)
5132 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr
));
5133 if(!rel_addr
) goto free
;
5134 *rel_addr
= *ins
->src
[i
].reg
.rel_addr
;
5135 src_param
[i
].reg
.rel_addr
= rel_addr
;
5138 rec
->ins
.src
= src_param
;
5139 list_add_tail(list
, &rec
->entry
);
5143 ERR("Out of memory\n");
5146 HeapFree(GetProcessHeap(), 0, (void *) dst_param
->reg
.rel_addr
);
5147 HeapFree(GetProcessHeap(), 0, dst_param
);
5151 for(i
= 0; i
< ins
->src_count
; i
++)
5153 HeapFree(GetProcessHeap(), 0, (void *) src_param
[i
].reg
.rel_addr
);
5155 HeapFree(GetProcessHeap(), 0, src_param
);
5157 HeapFree(GetProcessHeap(), 0, rec
);
5160 static void free_recorded_instruction(struct list
*list
)
5162 struct recorded_instruction
*rec_ins
, *entry2
;
5165 LIST_FOR_EACH_ENTRY_SAFE(rec_ins
, entry2
, list
, struct recorded_instruction
, entry
)
5167 list_remove(&rec_ins
->entry
);
5168 if(rec_ins
->ins
.dst
)
5170 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
->reg
.rel_addr
);
5171 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.dst
);
5173 if(rec_ins
->ins
.src
)
5175 for(i
= 0; i
< rec_ins
->ins
.src_count
; i
++)
5177 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
[i
].reg
.rel_addr
);
5179 HeapFree(GetProcessHeap(), 0, (void *) rec_ins
->ins
.src
);
5181 HeapFree(GetProcessHeap(), 0, rec_ins
);
5185 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5186 SHADER_HANDLER hw_fct
;
5187 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5188 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
5189 struct control_frame
*control_frame
;
5190 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
5193 if(ins
->handler_idx
== WINED3DSIH_LOOP
|| ins
->handler_idx
== WINED3DSIH_REP
)
5195 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5196 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5198 if(ins
->handler_idx
== WINED3DSIH_LOOP
) control_frame
->type
= LOOP
;
5199 if(ins
->handler_idx
== WINED3DSIH_REP
) control_frame
->type
= REP
;
5201 if(priv
->target_version
>= NV2
)
5203 control_frame
->no
.loop
= priv
->num_loops
++;
5208 /* Don't bother recording when we're in a not used if branch */
5214 if(!priv
->recording
)
5216 list_init(&priv
->record
);
5217 priv
->recording
= TRUE
;
5218 control_frame
->outer_loop
= TRUE
;
5219 get_loop_control_const(ins
, This
, ins
->src
[0].reg
.idx
, &control_frame
->loop_control
);
5220 return; /* Instruction is handled */
5222 /* Record this loop in the outer loop's recording */
5225 else if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5227 if(priv
->target_version
>= NV2
)
5229 /* Nothing to do. The control frame is popped after the HW instr handler */
5233 struct list
*e
= list_head(&priv
->control_frames
);
5234 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5235 list_remove(&control_frame
->entry
);
5237 if(control_frame
->outer_loop
)
5239 unsigned int iteration
;
5243 /* Turn off recording before playback */
5244 priv
->recording
= FALSE
;
5246 /* Move the recorded instructions to a separate list and get them out of the private data
5247 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5248 * be recorded again, thus priv->record might be overwritten
5251 list_move_tail(©
, &priv
->record
);
5252 list_init(&priv
->record
);
5254 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5256 shader_addline(buffer
, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5257 control_frame
->loop_control
.count
, control_frame
->loop_control
.start
,
5258 control_frame
->loop_control
.step
);
5259 aL
= control_frame
->loop_control
.start
;
5263 shader_addline(buffer
, "#unrolling rep: %u iterations\n", control_frame
->loop_control
.count
);
5266 for (iteration
= 0; iteration
< control_frame
->loop_control
.count
; ++iteration
)
5268 struct recorded_instruction
*rec_ins
;
5269 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5272 shader_addline(buffer
, "#Iteration %u, aL=%d\n", iteration
, aL
);
5276 shader_addline(buffer
, "#Iteration %u\n", iteration
);
5279 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, struct recorded_instruction
, entry
)
5281 shader_arb_handle_instruction(&rec_ins
->ins
);
5284 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5286 aL
+= control_frame
->loop_control
.step
;
5289 shader_addline(buffer
, "#end loop/rep\n");
5291 free_recorded_instruction(©
);
5292 HeapFree(GetProcessHeap(), 0, control_frame
);
5293 return; /* Instruction is handled */
5297 /* This is a nested loop. Proceed to the normal recording function */
5298 HeapFree(GetProcessHeap(), 0, control_frame
);
5305 record_instruction(&priv
->record
, ins
);
5310 if(ins
->handler_idx
== WINED3DSIH_IF
)
5312 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5313 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5314 control_frame
->type
= IF
;
5316 bool_const
= get_bool_const(ins
, This
, ins
->src
[0].reg
.idx
);
5317 if(ins
->src
[0].modifiers
== WINED3DSPSM_NOT
) bool_const
= !bool_const
;
5318 if (!priv
->muted
&& !bool_const
)
5320 shader_addline(buffer
, "#if(FALSE){\n");
5322 control_frame
->muting
= TRUE
;
5324 else shader_addline(buffer
, "#if(TRUE) {\n");
5326 return; /* Instruction is handled */
5328 else if(ins
->handler_idx
== WINED3DSIH_IFC
)
5330 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5331 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5332 control_frame
->type
= IFC
;
5333 control_frame
->no
.ifc
= priv
->num_ifcs
++;
5334 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5336 else if(ins
->handler_idx
== WINED3DSIH_ELSE
)
5338 struct list
*e
= list_head(&priv
->control_frames
);
5339 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5341 if(control_frame
->type
== IF
)
5343 shader_addline(buffer
, "#} else {\n");
5344 if(!priv
->muted
&& !control_frame
->muting
)
5347 control_frame
->muting
= TRUE
;
5349 else if(control_frame
->muting
) priv
->muted
= FALSE
;
5350 return; /* Instruction is handled. */
5352 /* In case of an ifc, generate a HW shader instruction */
5354 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5356 struct list
*e
= list_head(&priv
->control_frames
);
5357 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5359 if(control_frame
->type
== IF
)
5361 shader_addline(buffer
, "#} endif\n");
5362 if(control_frame
->muting
) priv
->muted
= FALSE
;
5363 list_remove(&control_frame
->entry
);
5364 HeapFree(GetProcessHeap(), 0, control_frame
);
5365 return; /* Instruction is handled */
5369 if(priv
->muted
) return;
5371 /* Select handler */
5372 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5374 /* Unhandled opcode */
5377 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5382 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5384 struct list
*e
= list_head(&priv
->control_frames
);
5385 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5386 list_remove(&control_frame
->entry
);
5387 HeapFree(GetProcessHeap(), 0, control_frame
);
5390 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5392 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5393 struct list
*e
= list_head(&priv
->control_frames
);
5394 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5395 list_remove(&control_frame
->entry
);
5396 HeapFree(GetProcessHeap(), 0, control_frame
);
5400 shader_arb_add_instruction_modifiers(ins
);
5403 const shader_backend_t arb_program_shader_backend
= {
5404 shader_arb_handle_instruction
,
5406 shader_arb_select_depth_blt
,
5407 shader_arb_deselect_depth_blt
,
5408 shader_arb_update_float_vertex_constants
,
5409 shader_arb_update_float_pixel_constants
,
5410 shader_arb_load_constants
,
5411 shader_arb_load_np2fixup_constants
,
5415 shader_arb_dirty_const
,
5416 shader_arb_get_caps
,
5417 shader_arb_color_fixup_supported
,
5420 /* ARB_fragment_program fixed function pipeline replacement definitions */
5421 #define ARB_FFP_CONST_TFACTOR 0
5422 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5423 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5424 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5425 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5427 struct arbfp_ffp_desc
5429 struct ffp_frag_desc parent
;
5431 unsigned int num_textures_used
;
5434 /* Context activation is done by the caller. */
5435 static void arbfp_enable(IWineD3DDevice
*iface
, BOOL enable
) {
5438 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5439 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5441 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
5442 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5447 static HRESULT
arbfp_alloc(IWineD3DDevice
*iface
) {
5448 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
5449 struct shader_arb_priv
*priv
;
5450 /* Share private data between the shader backend and the pipeline replacement, if both
5451 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5452 * if no pixel shader is bound or not
5454 if(This
->shader_backend
== &arb_program_shader_backend
) {
5455 This
->fragment_priv
= This
->shader_priv
;
5457 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_arb_priv
));
5458 if(!This
->fragment_priv
) return E_OUTOFMEMORY
;
5460 priv
= This
->fragment_priv
;
5461 if (wine_rb_init(&priv
->fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
5463 ERR("Failed to initialize rbtree.\n");
5464 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
5465 return E_OUTOFMEMORY
;
5467 priv
->use_arbfp_fixed_func
= TRUE
;
5471 /* Context activation is done by the caller. */
5472 static void arbfp_free_ffpshader(struct wine_rb_entry
*entry
, void *context
)
5474 const struct wined3d_gl_info
*gl_info
= context
;
5475 struct arbfp_ffp_desc
*entry_arb
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_ffp_desc
, parent
.entry
);
5478 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5479 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5480 HeapFree(GetProcessHeap(), 0, entry_arb
);
5484 /* Context activation is done by the caller. */
5485 static void arbfp_free(IWineD3DDevice
*iface
) {
5486 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
5487 struct shader_arb_priv
*priv
= This
->fragment_priv
;
5489 wine_rb_destroy(&priv
->fragment_shaders
, arbfp_free_ffpshader
, &This
->adapter
->gl_info
);
5490 priv
->use_arbfp_fixed_func
= FALSE
;
5492 if(This
->shader_backend
!= &arb_program_shader_backend
) {
5493 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
5497 static void arbfp_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5499 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
5500 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
5501 WINED3DTEXOPCAPS_SELECTARG1
|
5502 WINED3DTEXOPCAPS_SELECTARG2
|
5503 WINED3DTEXOPCAPS_MODULATE4X
|
5504 WINED3DTEXOPCAPS_MODULATE2X
|
5505 WINED3DTEXOPCAPS_MODULATE
|
5506 WINED3DTEXOPCAPS_ADDSIGNED2X
|
5507 WINED3DTEXOPCAPS_ADDSIGNED
|
5508 WINED3DTEXOPCAPS_ADD
|
5509 WINED3DTEXOPCAPS_SUBTRACT
|
5510 WINED3DTEXOPCAPS_ADDSMOOTH
|
5511 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
5512 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
5513 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
5514 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
5515 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
5516 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
5517 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
5518 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
5519 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
5520 WINED3DTEXOPCAPS_DOTPRODUCT3
|
5521 WINED3DTEXOPCAPS_MULTIPLYADD
|
5522 WINED3DTEXOPCAPS_LERP
|
5523 WINED3DTEXOPCAPS_BUMPENVMAP
|
5524 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
5526 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5528 caps
->MaxTextureBlendStages
= 8;
5529 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
5532 static void state_texfactor_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5534 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5535 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5538 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5539 * application provided constants
5541 if(device
->shader_backend
== &arb_program_shader_backend
) {
5542 if (use_ps(stateblock
)) return;
5544 context
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
5545 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
5548 D3DCOLORTOGLFLOAT4(stateblock
->state
.render_states
[WINED3DRS_TEXTUREFACTOR
], col
);
5549 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, col
));
5550 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5554 static void state_arb_specularenable(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5556 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5557 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5560 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5561 * application provided constants
5563 if(device
->shader_backend
== &arb_program_shader_backend
) {
5564 if (use_ps(stateblock
)) return;
5566 context
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
5567 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
5570 if (stateblock
->state
.render_states
[WINED3DRS_SPECULARENABLE
])
5572 /* The specular color has no alpha */
5573 col
[0] = 1.0f
; col
[1] = 1.0f
;
5574 col
[2] = 1.0f
; col
[3] = 0.0f
;
5576 col
[0] = 0.0f
; col
[1] = 0.0f
;
5577 col
[2] = 0.0f
; col
[3] = 0.0f
;
5579 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
5580 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5583 static void set_bumpmat_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5585 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5586 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5587 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5590 if (use_ps(stateblock
))
5592 IWineD3DPixelShaderImpl
*ps
= stateblock
->state
.pixel_shader
;
5593 if (stage
&& (ps
->baseShader
.reg_maps
.bumpmat
& (1 << stage
)))
5595 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5598 if (!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
))
5599 stateblock_apply_state(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5602 if(device
->shader_backend
== &arb_program_shader_backend
) {
5603 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5606 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5607 context
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
5608 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
5611 mat
[0][0] = *((float *)&stateblock
->state
.texture_states
[stage
][WINED3DTSS_BUMPENVMAT00
]);
5612 mat
[0][1] = *((float *)&stateblock
->state
.texture_states
[stage
][WINED3DTSS_BUMPENVMAT01
]);
5613 mat
[1][0] = *((float *)&stateblock
->state
.texture_states
[stage
][WINED3DTSS_BUMPENVMAT10
]);
5614 mat
[1][1] = *((float *)&stateblock
->state
.texture_states
[stage
][WINED3DTSS_BUMPENVMAT11
]);
5616 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
5617 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5620 static void tex_bumpenvlum_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
5622 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5623 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5624 IWineD3DDeviceImpl
*device
= stateblock
->device
;
5627 if (use_ps(stateblock
))
5629 IWineD3DPixelShaderImpl
*ps
= stateblock
->state
.pixel_shader
;
5630 if (stage
&& (ps
->baseShader
.reg_maps
.luminanceparams
& (1 << stage
)))
5632 /* The pixel shader has to know the luminance offset. Do a constants update if it
5633 * isn't scheduled anyway
5635 if (!isStateDirty(context
, STATE_PIXELSHADERCONSTANT
))
5636 stateblock_apply_state(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
5639 if(device
->shader_backend
== &arb_program_shader_backend
) {
5640 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5643 } else if(device
->shader_backend
== &arb_program_shader_backend
) {
5644 context
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
5645 device
->highest_dirty_ps_const
= max(device
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
5648 param
[0] = *((float *)&stateblock
->state
.texture_states
[stage
][WINED3DTSS_BUMPENVLSCALE
]);
5649 param
[1] = *((float *)&stateblock
->state
.texture_states
[stage
][WINED3DTSS_BUMPENVLOFFSET
]);
5653 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
5654 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5657 static const char *get_argreg(struct wined3d_shader_buffer
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
)
5661 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
5663 switch(arg
& WINED3DTA_SELECTMASK
) {
5664 case WINED3DTA_DIFFUSE
:
5665 ret
= "fragment.color.primary"; break;
5667 case WINED3DTA_CURRENT
:
5668 if (!stage
) ret
= "fragment.color.primary";
5672 case WINED3DTA_TEXTURE
:
5674 case 0: ret
= "tex0"; break;
5675 case 1: ret
= "tex1"; break;
5676 case 2: ret
= "tex2"; break;
5677 case 3: ret
= "tex3"; break;
5678 case 4: ret
= "tex4"; break;
5679 case 5: ret
= "tex5"; break;
5680 case 6: ret
= "tex6"; break;
5681 case 7: ret
= "tex7"; break;
5682 default: ret
= "unknown texture";
5686 case WINED3DTA_TFACTOR
:
5687 ret
= "tfactor"; break;
5689 case WINED3DTA_SPECULAR
:
5690 ret
= "fragment.color.secondary"; break;
5692 case WINED3DTA_TEMP
:
5693 ret
= "tempreg"; break;
5695 case WINED3DTA_CONSTANT
:
5696 FIXME("Implement perstage constants\n");
5698 case 0: ret
= "const0"; break;
5699 case 1: ret
= "const1"; break;
5700 case 2: ret
= "const2"; break;
5701 case 3: ret
= "const3"; break;
5702 case 4: ret
= "const4"; break;
5703 case 5: ret
= "const5"; break;
5704 case 6: ret
= "const6"; break;
5705 case 7: ret
= "const7"; break;
5706 default: ret
= "unknown constant";
5714 if(arg
& WINED3DTA_COMPLEMENT
) {
5715 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
5716 if(argnum
== 0) ret
= "arg0";
5717 if(argnum
== 1) ret
= "arg1";
5718 if(argnum
== 2) ret
= "arg2";
5720 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
5721 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
5722 if(argnum
== 0) ret
= "arg0";
5723 if(argnum
== 1) ret
= "arg1";
5724 if(argnum
== 2) ret
= "arg2";
5729 static void gen_ffp_instr(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5730 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5732 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5733 unsigned int mul
= 1;
5734 BOOL mul_final_dest
= FALSE
;
5736 if(color
&& alpha
) dstmask
= "";
5737 else if(color
) dstmask
= ".xyz";
5738 else dstmask
= ".w";
5740 if(dst
== tempreg
) dstreg
= "tempreg";
5741 else dstreg
= "ret";
5743 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
5744 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
5745 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
5748 case WINED3DTOP_DISABLE
:
5749 if (!stage
) shader_addline(buffer
, "MOV %s%s, fragment.color.primary;\n", dstreg
, dstmask
);
5752 case WINED3DTOP_SELECTARG2
:
5754 case WINED3DTOP_SELECTARG1
:
5755 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
5758 case WINED3DTOP_MODULATE4X
:
5760 case WINED3DTOP_MODULATE2X
:
5762 if (!strcmp(dstreg
, "result.color"))
5765 mul_final_dest
= TRUE
;
5767 case WINED3DTOP_MODULATE
:
5768 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5771 case WINED3DTOP_ADDSIGNED2X
:
5773 if (!strcmp(dstreg
, "result.color"))
5776 mul_final_dest
= TRUE
;
5778 case WINED3DTOP_ADDSIGNED
:
5779 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5781 case WINED3DTOP_ADD
:
5782 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5785 case WINED3DTOP_SUBTRACT
:
5786 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
5789 case WINED3DTOP_ADDSMOOTH
:
5790 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
5791 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5794 case WINED3DTOP_BLENDCURRENTALPHA
:
5795 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5796 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5798 case WINED3DTOP_BLENDFACTORALPHA
:
5799 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5800 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5802 case WINED3DTOP_BLENDTEXTUREALPHA
:
5803 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5804 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5806 case WINED3DTOP_BLENDDIFFUSEALPHA
:
5807 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5808 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5811 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
5812 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5813 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
5814 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5817 /* D3DTOP_PREMODULATE ???? */
5819 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
5820 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
5821 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
5823 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
5824 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5826 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
5827 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
5828 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
5830 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
5831 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
5834 case WINED3DTOP_DOTPRODUCT3
:
5836 if (!strcmp(dstreg
, "result.color"))
5839 mul_final_dest
= TRUE
;
5841 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
5842 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
5843 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
5846 case WINED3DTOP_MULTIPLYADD
:
5847 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
5850 case WINED3DTOP_LERP
:
5851 /* The msdn is not quite right here */
5852 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
5855 case WINED3DTOP_BUMPENVMAP
:
5856 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
5857 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5861 FIXME("Unhandled texture op %08x\n", op
);
5865 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5866 } else if(mul
== 4) {
5867 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest
? "result.color" : dstreg
, dstmask
, dstreg
);
5871 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, IWineD3DStateBlockImpl
*stateblock
)
5873 const struct wined3d_gl_info
*gl_info
= &stateblock
->device
->adapter
->gl_info
;
5875 struct wined3d_shader_buffer buffer
;
5876 BOOL tex_read
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5877 BOOL bump_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5878 BOOL luminance_used
[MAX_TEXTURES
] = {FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
, FALSE
};
5879 const char *textype
;
5880 const char *instr
, *sat
;
5881 char colorcor_dst
[8];
5883 DWORD arg0
, arg1
, arg2
;
5884 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5886 const char *final_combiner_src
= "ret";
5889 /* Find out which textures are read */
5890 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5891 if(settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
5892 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5893 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5894 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5895 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5896 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5897 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5899 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) tex_read
[stage
] = TRUE
;
5900 if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHAPM
) tex_read
[stage
] = TRUE
;
5901 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
) {
5902 bump_used
[stage
] = TRUE
;
5903 tex_read
[stage
] = TRUE
;
5905 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
5906 bump_used
[stage
] = TRUE
;
5907 tex_read
[stage
] = TRUE
;
5908 luminance_used
[stage
] = TRUE
;
5909 } else if(settings
->op
[stage
].cop
== WINED3DTOP_BLENDFACTORALPHA
) {
5910 tfactor_used
= TRUE
;
5913 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5914 tfactor_used
= TRUE
;
5917 if(settings
->op
[stage
].dst
== tempreg
) tempreg_used
= TRUE
;
5918 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5919 tempreg_used
= TRUE
;
5922 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) continue;
5923 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5924 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5925 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5926 if(arg0
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5927 if(arg1
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5928 if(arg2
== WINED3DTA_TEXTURE
) tex_read
[stage
] = TRUE
;
5930 if(arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
) {
5931 tempreg_used
= TRUE
;
5933 if(arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
) {
5934 tfactor_used
= TRUE
;
5939 if (!shader_buffer_init(&buffer
))
5941 ERR("Failed to initialize shader buffer.\n");
5945 shader_addline(&buffer
, "!!ARBfp1.0\n");
5947 switch(settings
->fog
) {
5948 case FOG_OFF
: break;
5949 case FOG_LINEAR
: shader_addline(&buffer
, "OPTION ARB_fog_linear;\n"); break;
5950 case FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
5951 case FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
5952 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
5955 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
5956 shader_addline(&buffer
, "TEMP TMP;\n");
5957 shader_addline(&buffer
, "TEMP ret;\n");
5958 if(tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
5959 shader_addline(&buffer
, "TEMP arg0;\n");
5960 shader_addline(&buffer
, "TEMP arg1;\n");
5961 shader_addline(&buffer
, "TEMP arg2;\n");
5962 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
5963 if(!tex_read
[stage
]) continue;
5964 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
5965 if(!bump_used
[stage
]) continue;
5966 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
5967 if(!luminance_used
[stage
]) continue;
5968 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
5971 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
5973 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
5975 if(settings
->sRGB_write
) {
5976 shader_addline(&buffer
, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5977 srgb_mul_low
, srgb_cmp
, srgb_pow
, srgb_mul_high
);
5978 shader_addline(&buffer
, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
5979 srgb_sub_high
, 0.0, 0.0, 0.0);
5982 if(ffp_clip_emul(stateblock
) && settings
->emul_clipplanes
) shader_addline(&buffer
, "KIL fragment.texcoord[7];\n");
5984 /* Generate texture sampling instructions) */
5985 for(stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3DTOP_DISABLE
; stage
++) {
5986 if(!tex_read
[stage
]) continue;
5988 switch(settings
->op
[stage
].tex_type
) {
5989 case tex_1d
: textype
= "1D"; break;
5990 case tex_2d
: textype
= "2D"; break;
5991 case tex_3d
: textype
= "3D"; break;
5992 case tex_cube
: textype
= "CUBE"; break;
5993 case tex_rect
: textype
= "RECT"; break;
5994 default: textype
= "unexpected_textype"; break;
5997 if(settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAP
||
5998 settings
->op
[stage
].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
6004 if(settings
->op
[stage
].projected
== proj_none
) {
6006 } else if(settings
->op
[stage
].projected
== proj_count4
||
6007 settings
->op
[stage
].projected
== proj_count3
) {
6010 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
6015 (settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
6016 settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
6017 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
6018 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
6019 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
6020 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
6022 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6023 * so multiply the displacement with the dividing parameter before passing it to TXP
6025 if (settings
->op
[stage
].projected
!= proj_none
) {
6026 if(settings
->op
[stage
].projected
== proj_count4
) {
6027 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
6028 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
6030 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
6031 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
6034 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
6037 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
6038 instr
, sat
, stage
, stage
, textype
);
6039 if(settings
->op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
) {
6040 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6041 stage
- 1, stage
- 1, stage
- 1);
6042 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
6044 } else if(settings
->op
[stage
].projected
== proj_count3
) {
6045 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
6046 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
6047 shader_addline(&buffer
, "%s%s tex%u, ret, texture[%u], %s;\n",
6048 instr
, sat
, stage
, stage
, textype
);
6050 shader_addline(&buffer
, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6051 instr
, sat
, stage
, stage
, stage
, textype
);
6054 sprintf(colorcor_dst
, "tex%u", stage
);
6055 gen_color_correction(&buffer
, colorcor_dst
, WINED3DSP_WRITEMASK_ALL
, "const.x", "const.y",
6056 settings
->op
[stage
].color_fixup
);
6059 /* Generate the main shader */
6060 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6062 if (settings
->op
[stage
].cop
== WINED3DTOP_DISABLE
)
6064 if (!stage
) final_combiner_src
= "fragment.color.primary";
6068 if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
6069 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
6070 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6071 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG1
&&
6072 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
6073 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6074 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
6075 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG1
) {
6076 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6077 } else if(settings
->op
[stage
].cop
== WINED3DTOP_SELECTARG2
&&
6078 settings
->op
[stage
].aop
== WINED3DTOP_SELECTARG2
) {
6079 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6081 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
&&
6082 settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
&&
6083 settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
&&
6084 settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6087 if(settings
->op
[stage
].aop
== WINED3DTOP_DISABLE
) {
6088 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6089 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6090 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6092 shader_addline(&buffer
, "MOV ret.w, fragment.color.primary.w;\n");
6096 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
6097 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6098 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6100 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6101 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6102 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6103 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
6104 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6105 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6109 if(settings
->sRGB_write
) {
6110 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
6111 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE
);
6112 shader_addline(&buffer
, "MOV result.color, ret;\n");
6114 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src
);
6118 shader_addline(&buffer
, "END\n");
6120 /* Generate the shader */
6121 GL_EXTCALL(glGenProgramsARB(1, &ret
));
6122 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
6123 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6124 strlen(buffer
.buffer
), buffer
.buffer
));
6125 checkGLcall("glProgramStringARB()");
6127 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6130 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6131 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6132 shader_arb_dump_program_source(buffer
.buffer
);
6138 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
6139 checkGLcall("glGetProgramivARB()");
6140 if (!native
) WARN("Program exceeds native resource limits.\n");
6143 shader_buffer_free(&buffer
);
6147 static void fragment_prog_arbfp(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
6149 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6150 IWineD3DDeviceImpl
*device
= stateblock
->device
;
6151 struct shader_arb_priv
*priv
= device
->fragment_priv
;
6152 BOOL use_pshader
= use_ps(stateblock
);
6153 BOOL use_vshader
= use_vs(stateblock
);
6154 struct ffp_frag_settings settings
;
6155 const struct arbfp_ffp_desc
*desc
;
6158 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
6160 if(isStateDirty(context
, STATE_RENDER(WINED3DRS_FOGENABLE
))) {
6161 if(!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
6162 /* Reload fixed function constants since they collide with the pixel shader constants */
6163 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
6164 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
6166 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
6167 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
6168 } else if(use_pshader
&& !isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
6169 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
6175 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
6176 gen_ffp_frag_op(stateblock
, &settings
, FALSE
);
6177 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
6179 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
6182 ERR("Out of memory\n");
6185 new_desc
->num_textures_used
= 0;
6186 for (i
= 0; i
< gl_info
->limits
.texture_stages
; ++i
)
6188 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
6189 new_desc
->num_textures_used
= i
;
6192 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
6193 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, stateblock
);
6194 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
6195 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
6199 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6200 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6203 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
6204 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6205 priv
->current_fprogram_id
= desc
->shader
;
6207 if(device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
) {
6208 /* Reload fixed function constants since they collide with the pixel shader constants */
6209 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
6210 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i
, WINED3DTSS_BUMPENVMAT00
), stateblock
, context
);
6212 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), stateblock
, context
);
6213 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE
), stateblock
, context
);
6215 context
->last_was_pshader
= FALSE
;
6217 context
->last_was_pshader
= TRUE
;
6220 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6221 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6222 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6223 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6224 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6226 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6229 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
6230 device
->shader_backend
->shader_select(context
, use_pshader
, use_vshader
);
6232 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && (use_vshader
|| use_pshader
))
6233 stateblock_apply_state(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
6235 if (use_pshader
) stateblock_apply_state(STATE_PIXELSHADERCONSTANT
, stateblock
, context
);
6238 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6239 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6240 * state table, so we need to handle that with a forwarding function. The other invisible side effect
6241 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6242 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6244 static void state_arbfp_fog(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
6246 enum fogsource new_source
;
6248 TRACE("state %#x, stateblock %p, context %p\n", state
, stateblock
, context
);
6250 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
6251 fragment_prog_arbfp(state
, stateblock
, context
);
6254 if (!stateblock
->state
.render_states
[WINED3DRS_FOGENABLE
]) return;
6256 if (stateblock
->state
.render_states
[WINED3DRS_FOGTABLEMODE
] == WINED3DFOG_NONE
)
6258 if(use_vs(stateblock
)) {
6259 new_source
= FOGSOURCE_VS
;
6263 if (stateblock
->state
.render_states
[WINED3DRS_FOGVERTEXMODE
] == WINED3DFOG_NONE
|| context
->last_was_rhw
)
6264 new_source
= FOGSOURCE_COORD
;
6266 new_source
= FOGSOURCE_FFP
;
6269 new_source
= FOGSOURCE_FFP
;
6271 if(new_source
!= context
->fog_source
) {
6272 context
->fog_source
= new_source
;
6273 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART
), stateblock
, context
);
6277 static void textransform(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
6279 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
6280 fragment_prog_arbfp(state
, stateblock
, context
);
6284 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] = {
6285 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_arbfp
}, WINED3D_GL_EXT_NONE
},
6286 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6287 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6288 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6289 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6290 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6291 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6292 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6293 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6294 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6295 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6296 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6297 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6298 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6299 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6300 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6301 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6302 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6303 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6304 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6305 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6306 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6307 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6308 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6309 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6310 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6311 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6312 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6313 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6314 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6315 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6316 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6317 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6318 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6319 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6320 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6321 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6322 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6323 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6324 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6325 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6326 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6327 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6328 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6329 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6330 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6331 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6332 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6333 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6334 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6335 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6336 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6337 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6338 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6339 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6340 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6341 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6342 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6343 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6344 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6345 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6346 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6347 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6348 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6349 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6350 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6351 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6352 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6353 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6354 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6355 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6356 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6357 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6358 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6359 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6360 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6361 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6362 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6363 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6364 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6365 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6366 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6367 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6368 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6369 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6370 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6371 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6372 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6373 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6374 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6375 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6376 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6377 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6378 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6379 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6380 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6381 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6382 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6383 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6384 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6385 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6386 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6387 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6388 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6389 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6390 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6391 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6392 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6393 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6394 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6395 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6396 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6397 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6398 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6399 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6400 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6401 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6402 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6403 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6404 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6405 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6406 {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6407 {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6408 {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6409 {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6410 {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6411 {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6412 {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6413 {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
6414 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6415 {STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6416 {STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6417 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6418 {STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6419 {STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
6420 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE
), { STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6421 {STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
6422 {STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
6423 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6424 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6425 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6426 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6427 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6428 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6429 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6430 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6431 {STATE_RENDER(WINED3DRS_SPECULARENABLE
), { STATE_RENDER(WINED3DRS_SPECULARENABLE
), state_arb_specularenable
}, WINED3D_GL_EXT_NONE
},
6432 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
6435 const struct fragment_pipeline arbfp_fragment_pipeline
= {
6440 shader_arb_color_fixup_supported
,
6441 arbfp_fragmentstate_template
,
6442 TRUE
/* We can disable projected textures */
6445 struct arbfp_blit_priv
{
6446 GLenum yuy2_rect_shader
, yuy2_2d_shader
;
6447 GLenum uyvy_rect_shader
, uyvy_2d_shader
;
6448 GLenum yv12_rect_shader
, yv12_2d_shader
;
6449 GLenum p8_rect_shader
, p8_2d_shader
;
6450 GLuint palette_texture
;
6453 static HRESULT
arbfp_blit_alloc(IWineD3DDevice
*iface
) {
6454 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6455 device
->blit_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct arbfp_blit_priv
));
6456 if(!device
->blit_priv
) {
6457 ERR("Out of memory\n");
6458 return E_OUTOFMEMORY
;
6463 /* Context activation is done by the caller. */
6464 static void arbfp_blit_free(IWineD3DDevice
*iface
) {
6465 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6466 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6467 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6470 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_rect_shader
));
6471 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yuy2_2d_shader
));
6472 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_rect_shader
));
6473 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->uyvy_2d_shader
));
6474 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_rect_shader
));
6475 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->yv12_2d_shader
));
6476 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_rect_shader
));
6477 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->p8_2d_shader
));
6478 checkGLcall("Delete yuv and p8 programs");
6480 if(priv
->palette_texture
) glDeleteTextures(1, &priv
->palette_texture
);
6483 HeapFree(GetProcessHeap(), 0, device
->blit_priv
);
6484 device
->blit_priv
= NULL
;
6487 static BOOL
gen_planar_yuv_read(struct wined3d_shader_buffer
*buffer
, enum complex_fixup fixup
,
6488 GLenum textype
, char *luminance
)
6491 const char *tex
, *texinstr
;
6493 if (fixup
== COMPLEX_FIXUP_UYVY
) {
6501 case GL_TEXTURE_2D
: tex
= "2D"; texinstr
= "TXP"; break;
6502 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; texinstr
= "TEX"; break;
6504 /* This is more tricky than just replacing the texture type - we have to navigate
6505 * properly in the texture to find the correct chroma values
6507 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6511 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6512 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6513 * filtering when we sample the texture.
6515 * These are the rules for reading the chroma:
6521 * So we have to get the sampling x position in non-normalized coordinates in integers
6523 if(textype
!= GL_TEXTURE_RECTANGLE_ARB
) {
6524 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6525 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
6527 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6529 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6530 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6533 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
6534 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
6536 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6537 * even and odd pixels respectively
6539 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
6540 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
6542 /* Sample Pixel 1 */
6543 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6545 /* Put the value into either of the chroma values */
6546 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6547 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
6548 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6549 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
6551 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6552 * the pixel right to the current one. Otherwise, sample the left pixel.
6553 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6555 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6556 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
6557 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
6559 /* Put the value into the other chroma */
6560 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
6561 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
6562 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
6563 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
6565 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6566 * the current one and lerp the two U and V values
6569 /* This gives the correctly filtered luminance value */
6570 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
6575 static BOOL
gen_yv12_read(struct wined3d_shader_buffer
*buffer
, GLenum textype
, char *luminance
)
6580 case GL_TEXTURE_2D
: tex
= "2D"; break;
6581 case GL_TEXTURE_RECTANGLE_ARB
: tex
= "RECT"; break;
6583 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6587 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6588 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6589 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6590 * pitch of the luminance plane, the packing into the gl texture is a bit
6591 * unfortunate. If the whole texture is interpreted as luminance data it looks
6592 * approximately like this:
6594 * +----------------------------------+----
6606 * +----------------+-----------------+----
6608 * | U even rows | U odd rows |
6610 * +----------------+------------------ -
6612 * | V even rows | V odd rows |
6614 * +----------------+-----------------+----
6618 * So it appears as if there are 4 chroma images, but in fact the odd rows
6619 * in the chroma images are in the same row as the even ones. So its is
6620 * kinda tricky to read
6622 * When reading from rectangle textures, keep in mind that the input y coordinates
6623 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6625 shader_addline(buffer
, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6626 2.0f
/ 3.0f
, 1.0f
/ 6.0f
, (2.0f
/ 3.0f
) + (1.0f
/ 6.0f
), 1.0f
/ 3.0f
);
6628 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6629 /* the chroma planes have only half the width */
6630 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
6632 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6633 * the coordinate. Also read the right side of the image when reading odd lines
6635 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6638 if(textype
== GL_TEXTURE_2D
) {
6640 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
6642 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
6644 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
6645 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6647 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6648 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6649 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6650 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6651 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6653 /* clamp, keep the half pixel origin in mind */
6654 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6655 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6656 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6657 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6659 /* Read from [size - size+size/4] */
6660 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6661 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6663 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6664 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6665 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
6666 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6667 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6668 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6670 /* Make sure to read exactly from the pixel center */
6671 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
6672 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
6675 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
6676 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
6677 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6678 shader_addline(buffer
, "ADD temp.y, size.y, -coef.y;\n");
6679 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
6681 /* Read the texture, put the result into the output register */
6682 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6683 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
6685 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6686 * No need to clamp because we're just reusing the already clamped value from above
6688 if(textype
== GL_TEXTURE_2D
) {
6689 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6691 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6693 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
6694 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
6696 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6697 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6698 * values due to filtering
6700 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
6701 if(textype
== GL_TEXTURE_2D
) {
6702 /* Multiply the y coordinate by 2/3 and clamp it */
6703 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6704 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6705 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
6706 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6708 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6709 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6712 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
6713 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
6714 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
6721 static GLuint
gen_p8_shader(IWineD3DDeviceImpl
*device
, GLenum textype
)
6723 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6725 struct wined3d_shader_buffer buffer
;
6726 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6730 if (!shader_buffer_init(&buffer
))
6732 ERR("Failed to initialize shader buffer.\n");
6737 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6738 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6741 shader_buffer_free(&buffer
);
6745 shader_addline(&buffer
, "!!ARBfp1.0\n");
6746 shader_addline(&buffer
, "TEMP index;\n");
6748 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6749 shader_addline(&buffer
, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6751 /* The alpha-component contains the palette index */
6752 if(textype
== GL_TEXTURE_RECTANGLE_ARB
)
6753 shader_addline(&buffer
, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6755 shader_addline(&buffer
, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6757 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6758 shader_addline(&buffer
, "MAD index.a, index.a, constants.x, constants.y;\n");
6760 /* Use the alpha-component as an index in the palette to get the final color */
6761 shader_addline(&buffer
, "TEX result.color, index.a, texture[1], 1D;\n");
6762 shader_addline(&buffer
, "END\n");
6765 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6766 strlen(buffer
.buffer
), buffer
.buffer
));
6767 checkGLcall("glProgramStringARB()");
6769 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6772 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6773 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6774 shader_arb_dump_program_source(buffer
.buffer
);
6777 if (textype
== GL_TEXTURE_RECTANGLE_ARB
)
6778 priv
->p8_rect_shader
= shader
;
6780 priv
->p8_2d_shader
= shader
;
6782 shader_buffer_free(&buffer
);
6788 /* Context activation is done by the caller. */
6789 static void upload_palette(IWineD3DSurfaceImpl
*surface
)
6792 IWineD3DDeviceImpl
*device
= surface
->resource
.device
;
6793 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6794 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6795 BOOL colorkey
= (surface
->CKeyFlags
& WINEDDSD_CKSRCBLT
) ? TRUE
: FALSE
;
6797 d3dfmt_p8_init_palette(surface
, table
, colorkey
);
6800 if (!priv
->palette_texture
)
6801 glGenTextures(1, &priv
->palette_texture
);
6803 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1
));
6804 glBindTexture(GL_TEXTURE_1D
, priv
->palette_texture
);
6806 glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
6808 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
6809 /* Make sure we have discrete color levels. */
6810 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
6811 glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
6812 /* Upload the palette */
6813 /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6814 glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGBA
, 256, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, table
);
6816 /* Switch back to unit 0 in which the 2D texture will be stored. */
6817 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0
));
6821 /* Context activation is done by the caller. */
6822 static GLuint
gen_yuv_shader(IWineD3DDeviceImpl
*device
, enum complex_fixup yuv_fixup
, GLenum textype
)
6824 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6826 struct wined3d_shader_buffer buffer
;
6827 char luminance_component
;
6828 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6832 if (!shader_buffer_init(&buffer
))
6834 ERR("Failed to initialize shader buffer.\n");
6839 GL_EXTCALL(glGenProgramsARB(1, &shader
));
6840 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6841 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
6842 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6845 shader_buffer_free(&buffer
);
6849 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6850 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6851 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6852 * each single pixel it contains, and one U and one V value shared between both
6855 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6856 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6857 * take the format into account when generating the read swizzles
6859 * Reading the Y value is straightforward - just sample the texture. The hardware
6860 * takes care of filtering in the horizontal and vertical direction.
6862 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6863 * because that would mix the U and V values of one pixel or two adjacent pixels.
6864 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6865 * regardless of the filtering setting. Vertical filtering works automatically
6866 * though - the U and V values of two rows are mixed nicely.
6868 * Appart of avoiding filtering issues, the code has to know which value it just
6869 * read, and where it can find the other one. To determine this, it checks if
6870 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6872 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6873 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6875 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6876 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6877 * in an unfiltered situation. Finding the luminance on the other hand requires
6878 * finding out if it is an odd or even pixel. The real drawback of this approach
6879 * is filtering. This would have to be emulated completely in the shader, reading
6880 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6881 * vertically. Beyond that it would require adjustments to the texture handling
6882 * code to deal with the width scaling
6884 shader_addline(&buffer
, "!!ARBfp1.0\n");
6885 shader_addline(&buffer
, "TEMP luminance;\n");
6886 shader_addline(&buffer
, "TEMP temp;\n");
6887 shader_addline(&buffer
, "TEMP chroma;\n");
6888 shader_addline(&buffer
, "TEMP texcrd;\n");
6889 shader_addline(&buffer
, "TEMP texcrd2;\n");
6890 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6891 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6892 shader_addline(&buffer
, "PARAM size = program.local[0];\n");
6896 case COMPLEX_FIXUP_UYVY
:
6897 case COMPLEX_FIXUP_YUY2
:
6898 if (!gen_planar_yuv_read(&buffer
, yuv_fixup
, textype
, &luminance_component
))
6900 shader_buffer_free(&buffer
);
6905 case COMPLEX_FIXUP_YV12
:
6906 if (!gen_yv12_read(&buffer
, textype
, &luminance_component
))
6908 shader_buffer_free(&buffer
);
6914 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup
);
6915 shader_buffer_free(&buffer
);
6919 /* Calculate the final result. Formula is taken from
6920 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6921 * ranges from -0.5 to 0.5
6923 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
6925 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
6926 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
6927 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6928 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
6929 shader_addline(&buffer
, "END\n");
6932 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_FORMAT_ASCII_ARB
,
6933 strlen(buffer
.buffer
), buffer
.buffer
));
6934 checkGLcall("glProgramStringARB()");
6936 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
6939 FIXME("Fragment program error at position %d: %s\n\n", pos
,
6940 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
6941 shader_arb_dump_program_source(buffer
.buffer
);
6947 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
6948 checkGLcall("glGetProgramivARB()");
6949 if (!native
) WARN("Program exceeds native resource limits.\n");
6952 shader_buffer_free(&buffer
);
6957 case COMPLEX_FIXUP_YUY2
:
6958 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yuy2_rect_shader
= shader
;
6959 else priv
->yuy2_2d_shader
= shader
;
6962 case COMPLEX_FIXUP_UYVY
:
6963 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->uyvy_rect_shader
= shader
;
6964 else priv
->uyvy_2d_shader
= shader
;
6967 case COMPLEX_FIXUP_YV12
:
6968 if (textype
== GL_TEXTURE_RECTANGLE_ARB
) priv
->yv12_rect_shader
= shader
;
6969 else priv
->yv12_2d_shader
= shader
;
6972 ERR("Unsupported complex fixup: %d\n", yuv_fixup
);
6978 /* Context activation is done by the caller. */
6979 static HRESULT
arbfp_blit_set(IWineD3DDevice
*iface
, IWineD3DSurfaceImpl
*surface
)
6982 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
6983 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6984 float size
[4] = {(float) surface
->pow2Width
, (float) surface
->pow2Height
, 1.0f
, 1.0f
};
6985 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
6986 enum complex_fixup fixup
;
6987 GLenum textype
= surface
->texture_target
;
6989 if (!is_complex_fixup(surface
->resource
.format
->color_fixup
))
6992 dump_color_fixup_desc(surface
->resource
.format
->color_fixup
);
6993 /* Don't bother setting up a shader for unconverted formats */
6996 checkGLcall("glEnable(textype)");
7001 fixup
= get_complex_fixup(surface
->resource
.format
->color_fixup
);
7005 case COMPLEX_FIXUP_YUY2
:
7006 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yuy2_rect_shader
: priv
->yuy2_2d_shader
;
7009 case COMPLEX_FIXUP_UYVY
:
7010 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->uyvy_rect_shader
: priv
->uyvy_2d_shader
;
7013 case COMPLEX_FIXUP_YV12
:
7014 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->yv12_rect_shader
: priv
->yv12_2d_shader
;
7017 case COMPLEX_FIXUP_P8
:
7018 shader
= textype
== GL_TEXTURE_RECTANGLE_ARB
? priv
->p8_rect_shader
: priv
->p8_2d_shader
;
7019 if (!shader
) shader
= gen_p8_shader(device
, textype
);
7021 upload_palette(surface
);
7025 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup
);
7028 checkGLcall("glEnable(textype)");
7033 if (!shader
) shader
= gen_yuv_shader(device
, fixup
, textype
);
7036 glEnable(GL_FRAGMENT_PROGRAM_ARB
);
7037 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7038 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7039 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7040 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, size
));
7041 checkGLcall("glProgramLocalParameter4fvARB");
7047 /* Context activation is done by the caller. */
7048 static void arbfp_blit_unset(IWineD3DDevice
*iface
) {
7049 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) iface
;
7050 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7053 glDisable(GL_FRAGMENT_PROGRAM_ARB
);
7054 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7055 glDisable(GL_TEXTURE_2D
);
7056 checkGLcall("glDisable(GL_TEXTURE_2D)");
7057 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
7059 glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
7060 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7062 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7064 glDisable(GL_TEXTURE_RECTANGLE_ARB
);
7065 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7070 static BOOL
arbfp_blit_supported(const struct wined3d_gl_info
*gl_info
, enum blit_operation blit_op
,
7071 const RECT
*src_rect
, DWORD src_usage
, WINED3DPOOL src_pool
, const struct wined3d_format
*src_format
,
7072 const RECT
*dst_rect
, DWORD dst_usage
, WINED3DPOOL dst_pool
, const struct wined3d_format
*dst_format
)
7074 enum complex_fixup src_fixup
;
7076 if (blit_op
!= BLIT_OP_BLIT
)
7078 TRACE("Unsupported blit_op=%d\n", blit_op
);
7082 src_fixup
= get_complex_fixup(src_format
->color_fixup
);
7083 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
7085 TRACE("Checking support for fixup:\n");
7086 dump_color_fixup_desc(src_format
->color_fixup
);
7089 if (!is_identity_fixup(dst_format
->color_fixup
))
7091 TRACE("Destination fixups are not supported\n");
7095 if (is_identity_fixup(src_format
->color_fixup
))
7101 /* We only support YUV conversions. */
7102 if (!is_complex_fixup(src_format
->color_fixup
))
7104 TRACE("[FAILED]\n");
7110 case COMPLEX_FIXUP_YUY2
:
7111 case COMPLEX_FIXUP_UYVY
:
7112 case COMPLEX_FIXUP_YV12
:
7113 case COMPLEX_FIXUP_P8
:
7118 FIXME("Unsupported YUV fixup %#x\n", src_fixup
);
7119 TRACE("[FAILED]\n");
7124 HRESULT
arbfp_blit_surface(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*src_surface
, const RECT
*src_rect
,
7125 IWineD3DSurfaceImpl
*dst_surface
, const RECT
*dst_rect_in
, enum blit_operation blit_op
,
7128 IWineD3DSwapChainImpl
*dst_swapchain
;
7129 struct wined3d_context
*context
;
7130 RECT dst_rect
= *dst_rect_in
;
7132 /* Now load the surface */
7133 surface_internal_preload(src_surface
, SRGB_RGB
);
7135 /* Activate the destination context, set it up for blitting */
7136 context
= context_acquire(device
, dst_surface
);
7137 context_apply_blit_state(context
, device
);
7139 /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
7140 * while OpenGL coordinates are window relative.
7141 * Also beware of the origin difference(top left vs bottom left).
7142 * Also beware that the front buffer's surface size is screen width x screen height,
7143 * whereas the real gl drawable size is the size of the window. */
7144 dst_swapchain
= dst_surface
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
7145 ? dst_surface
->container
.u
.swapchain
: NULL
;
7146 if (dst_swapchain
&& dst_surface
== dst_swapchain
->front_buffer
)
7147 surface_translate_frontbuffer_coords(dst_surface
, context
->win_handle
, &dst_rect
);
7149 arbfp_blit_set((IWineD3DDevice
*)device
, src_surface
);
7153 /* Draw a textured quad */
7154 draw_textured_quad(src_surface
, src_rect
, &dst_rect
, Filter
);
7158 /* Leave the opengl state valid for blitting */
7159 arbfp_blit_unset((IWineD3DDevice
*)device
);
7161 if (wined3d_settings
.strict_draw_ordering
|| (dst_swapchain
7162 && (dst_surface
== dst_swapchain
->front_buffer
7163 || dst_swapchain
->num_contexts
> 1)))
7164 wglFlush(); /* Flush to ensure ordering across contexts. */
7166 context_release(context
);
7168 surface_modify_location(dst_surface
, SFLAG_INDRAWABLE
, TRUE
);
7172 /* Do not call while under the GL lock. */
7173 static HRESULT
arbfp_blit_color_fill(IWineD3DDeviceImpl
*device
, IWineD3DSurfaceImpl
*dst_surface
,
7174 const RECT
*dst_rect
, const WINED3DCOLORVALUE
*color
)
7176 FIXME("Color filling not implemented by arbfp_blit\n");
7177 return WINED3DERR_INVALIDCALL
;
7180 const struct blit_shader arbfp_blit
= {
7185 arbfp_blit_supported
,
7186 arbfp_blit_color_fill