user32: Move *RegisterDeviceNotification*() to input.c.
[wine.git] / dlls / wined3d / arb_program_shader.c
blobe6daa88afd571a68e7fca31e5ee1e6cd4dfa92be
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
44 return type == WINED3D_SHADER_TYPE_PIXEL;
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
49 return type == WINED3D_SHADER_TYPE_VERTEX;
52 static const char *get_line(const char **ptr)
54 const char *p, *q;
56 p = *ptr;
57 if (!(q = strstr(p, "\n")))
59 if (!*p) return NULL;
60 *ptr += strlen(p);
61 return p;
63 *ptr = q + 1;
65 return p;
68 enum arb_helper_value
70 ARB_ZERO,
71 ARB_ONE,
72 ARB_TWO,
73 ARB_0001,
74 ARB_EPS,
76 ARB_VS_REL_OFFSET
79 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
81 if (shader != WINED3D_SHADER_TYPE_VERTEX && shader != WINED3D_SHADER_TYPE_PIXEL)
83 ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader));
84 return "bad";
87 if (shader == WINED3D_SHADER_TYPE_PIXEL)
89 switch (value)
91 case ARB_ZERO: return "ps_helper_const.x";
92 case ARB_ONE: return "ps_helper_const.y";
93 case ARB_TWO: return "coefmul.x";
94 case ARB_0001: return "ps_helper_const.xxxy";
95 case ARB_EPS: return "ps_helper_const.z";
96 default: break;
99 else
101 switch (value)
103 case ARB_ZERO: return "helper_const.x";
104 case ARB_ONE: return "helper_const.y";
105 case ARB_TWO: return "helper_const.z";
106 case ARB_EPS: return "helper_const.w";
107 case ARB_0001: return "helper_const.xxxy";
108 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
111 FIXME("Unmanaged %s shader helper constant requested: %u.\n",
112 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
113 switch (value)
115 case ARB_ZERO: return "0.0";
116 case ARB_ONE: return "1.0";
117 case ARB_TWO: return "2.0";
118 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
119 case ARB_EPS: return "1e-8";
120 default: return "bad";
124 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
126 return context->lowest_disabled_stage < 7;
129 /* ARB_program_shader private data */
131 struct control_frame
133 struct list entry;
134 enum
137 IFC,
138 LOOP,
140 } type;
141 BOOL muting;
142 BOOL outer_loop;
143 union
145 unsigned int loop;
146 unsigned int ifc;
147 } no;
148 struct wined3d_shader_loop_control loop_control;
149 BOOL had_else;
152 struct arb_ps_np2fixup_info
154 struct ps_np2fixup_info super;
155 /* For ARB we need an offset value:
156 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
157 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
158 * array we need an offset to the index inside the program local parameter array. */
159 UINT offset;
162 struct arb_ps_compile_args
164 struct ps_compile_args super;
165 WORD bools;
166 WORD clip; /* only a boolean, use a WORD for alignment */
167 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
170 struct stb_const_desc
172 unsigned char texunit;
173 UINT const_num;
176 struct arb_ps_compiled_shader
178 struct arb_ps_compile_args args;
179 struct arb_ps_np2fixup_info np2fixup_info;
180 struct stb_const_desc bumpenvmatconst[WINED3D_MAX_TEXTURES];
181 struct stb_const_desc luminanceconst[WINED3D_MAX_TEXTURES];
182 UINT int_consts[WINED3D_MAX_CONSTS_I];
183 GLuint prgId;
184 UINT ycorrection;
185 unsigned char numbumpenvmatconsts;
186 char num_int_consts;
189 struct arb_vs_compile_args
191 struct vs_compile_args super;
192 union
194 struct
196 WORD bools;
197 unsigned char clip_texcoord;
198 unsigned char clipplane_mask;
199 } boolclip;
200 DWORD boolclip_compare;
201 } clip;
202 DWORD ps_signature;
203 union
205 unsigned char samplers[4];
206 DWORD samplers_compare;
207 } vertex;
208 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
211 struct arb_vs_compiled_shader
213 struct arb_vs_compile_args args;
214 GLuint prgId;
215 UINT int_consts[WINED3D_MAX_CONSTS_I];
216 char num_int_consts;
217 char need_color_unclamp;
218 UINT pos_fixup;
221 struct recorded_instruction
223 struct wined3d_shader_instruction ins;
224 struct list entry;
227 struct shader_arb_ctx_priv
229 char addr_reg[50];
230 enum
232 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
233 ARB,
234 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
235 NV2,
236 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
238 } target_version;
240 const struct wined3d_gl_info *gl_info;
241 const struct arb_vs_compile_args *cur_vs_args;
242 const struct arb_ps_compile_args *cur_ps_args;
243 const struct arb_ps_compiled_shader *compiled_fprog;
244 const struct arb_vs_compiled_shader *compiled_vprog;
245 struct arb_ps_np2fixup_info *cur_np2fixup_info;
246 struct list control_frames;
247 struct list record;
248 BOOL recording;
249 BOOL muted;
250 unsigned int num_loops, loop_depth, num_ifcs;
251 int aL;
252 BOOL ps_post_process;
254 unsigned int vs_clipplanes;
255 BOOL footer_written;
256 BOOL in_main_func;
258 /* For 3.0 vertex shaders */
259 const char *vs_output[MAX_REG_OUTPUT];
260 /* For 2.x and earlier vertex shaders */
261 const char *texcrd_output[8], *color_output[2], *fog_output;
263 /* 3.0 pshader input for compatibility with fixed function */
264 const char *ps_input[MAX_REG_INPUT];
267 struct ps_signature
269 struct wined3d_shader_signature sig;
270 DWORD idx;
271 struct wine_rb_entry entry;
274 struct arb_pshader_private {
275 struct arb_ps_compiled_shader *gl_shaders;
276 UINT num_gl_shaders, shader_array_size;
277 DWORD input_signature_idx;
278 DWORD clipplane_emulation;
279 BOOL clamp_consts;
282 struct arb_vshader_private {
283 struct arb_vs_compiled_shader *gl_shaders;
284 UINT num_gl_shaders, shader_array_size;
285 UINT rel_offset;
288 struct shader_arb_priv
290 GLuint current_vprogram_id;
291 GLuint current_fprogram_id;
292 const struct arb_ps_compiled_shader *compiled_fprog;
293 const struct arb_vs_compiled_shader *compiled_vprog;
294 BOOL use_arbfp_fixed_func;
295 struct wine_rb_tree fragment_shaders;
296 BOOL last_ps_const_clamped;
297 BOOL last_vs_color_unclamp;
299 struct wine_rb_tree signature_tree;
300 DWORD ps_sig_number;
302 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
303 char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F];
304 char pshader_const_dirty[WINED3D_MAX_PS_CONSTS_F];
305 const struct wined3d_context *last_context;
307 const struct wined3d_vertex_pipe_ops *vertex_pipe;
308 const struct wined3d_fragment_pipe_ops *fragment_pipe;
309 BOOL ffp_proj_control;
312 /* Context activation for state handlers is done by the caller. */
314 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
315 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
317 if (shader_data->rel_offset) return TRUE;
318 if (!reg_maps->usesmova) return FALSE;
319 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
322 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
323 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
325 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
326 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
329 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
330 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
332 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
333 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
334 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
335 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
336 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
337 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
338 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
339 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
340 return FALSE;
343 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
344 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
346 unsigned int ret = 1;
347 /* We use one PARAM for the pos fixup, and in some cases one to load
348 * some immediate values into the shader. */
349 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
350 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
351 return ret;
354 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
355 * When constant_list == NULL, it will load all the constants.
357 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
358 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
360 /* Context activation is done by the caller. */
361 static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *shader,
362 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
363 const struct wined3d_vec4 *constants, char *dirty_consts)
365 struct wined3d_shader_lconst *lconst;
366 unsigned int ret, i, j;
368 if (TRACE_ON(d3d_constants))
370 for (i = 0; i < max_constants; ++i)
372 if (!dirty_consts[i])
373 continue;
374 TRACE_(d3d_constants)("Loading constant %u: %s.\n", i, debug_vec4(&constants[i]));
378 i = 0;
380 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
381 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
383 float lcl_const[4];
384 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
385 * shaders, the first 8 constants are marked dirty for reload
387 for (; i < min(8, max_constants); ++i)
389 if (!dirty_consts[i])
390 continue;
391 dirty_consts[i] = 0;
393 if (constants[i].x > 1.0f)
394 lcl_const[0] = 1.0f;
395 else if (constants[i].x < -1.0f)
396 lcl_const[0] = -1.0f;
397 else
398 lcl_const[0] = constants[i].x;
400 if (constants[i].y > 1.0f)
401 lcl_const[1] = 1.0f;
402 else if (constants[i].y < -1.0f)
403 lcl_const[1] = -1.0f;
404 else
405 lcl_const[1] = constants[i].y;
407 if (constants[i].z > 1.0f)
408 lcl_const[2] = 1.0f;
409 else if (constants[i].z < -1.0f)
410 lcl_const[2] = -1.0f;
411 else
412 lcl_const[2] = constants[i].z;
414 if (constants[i].w > 1.0f)
415 lcl_const[3] = 1.0f;
416 else if (constants[i].w < -1.0f)
417 lcl_const[3] = -1.0f;
418 else
419 lcl_const[3] = constants[i].w;
421 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
424 /* If further constants are dirty, reload them without clamping.
426 * The alternative is not to touch them, but then we cannot reset the dirty constant count
427 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
428 * above would always re-check the first 8 constants since max_constant remains at the init
429 * value
433 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
435 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
436 * or just reloading *all* constants at once
438 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
440 for (; i < max_constants; ++i)
442 if (!dirty_consts[i])
443 continue;
445 /* Find the next block of dirty constants */
446 dirty_consts[i] = 0;
447 j = i;
448 for (++i; (i < max_constants) && dirty_consts[i]; ++i)
450 dirty_consts[i] = 0;
453 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, &constants[j].x));
456 else
458 for (; i < max_constants; ++i)
460 if (dirty_consts[i])
462 dirty_consts[i] = 0;
463 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i].x));
467 checkGLcall("glProgramEnvParameter4fvARB()");
469 /* Load immediate constants */
470 if (shader->load_local_constsF)
472 if (TRACE_ON(d3d_shader))
474 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
476 GLfloat* values = (GLfloat*)lconst->value;
477 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
478 values[0], values[1], values[2], values[3]);
481 /* Immediate constants are clamped for 1.X shaders at loading times */
482 ret = 0;
483 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
485 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
486 ret = max(ret, lconst->idx + 1);
487 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
489 checkGLcall("glProgramEnvParameter4fvARB()");
490 return ret; /* The loaded immediate constants need reloading for the next shader */
491 } else {
492 return 0; /* No constants are dirty now */
496 /* Loads the texture dimensions for NP2 fixup into the currently set
497 * ARB_[vertex/fragment]_programs. */
498 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
499 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
501 GLfloat np2fixup_constants[4 * WINED3D_MAX_FRAGMENT_SAMPLERS];
502 WORD active = fixup->super.active;
503 UINT i;
505 if (!active)
506 return;
508 for (i = 0; active; active >>= 1, ++i)
510 const struct wined3d_texture *tex = state->textures[i];
511 unsigned char idx = fixup->super.idx[i];
512 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
514 if (!(active & 1))
515 continue;
517 if (!tex)
519 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
520 continue;
523 if (idx % 2)
525 tex_dim[2] = tex->pow2_matrix[0];
526 tex_dim[3] = tex->pow2_matrix[5];
528 else
530 tex_dim[0] = tex->pow2_matrix[0];
531 tex_dim[1] = tex->pow2_matrix[5];
535 for (i = 0; i < fixup->super.num_consts; ++i)
537 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
538 fixup->offset + i, &np2fixup_constants[i * 4]));
542 /* Context activation is done by the caller. */
543 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
544 const struct wined3d_context_gl *context_gl, const struct wined3d_state *state, unsigned int rt_height)
546 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
547 unsigned char i;
549 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
551 int texunit = gl_shader->bumpenvmatconst[i].texunit;
553 /* The state manager takes care that this function is always called if the bump env matrix changes */
554 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
555 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
556 gl_shader->bumpenvmatconst[i].const_num, data));
558 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
560 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
561 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
562 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
563 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
565 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
566 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
567 gl_shader->luminanceconst[i].const_num, scale));
570 checkGLcall("Load bumpmap consts");
572 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
574 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
575 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
576 * ycorrection.z: 1.0
577 * ycorrection.w: 0.0
579 float val[4];
580 val[0] = context_gl->c.render_offscreen ? 0.0f : (float)rt_height;
581 val[1] = context_gl->c.render_offscreen ? 1.0f : -1.0f;
582 val[2] = 1.0f;
583 val[3] = 0.0f;
584 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
585 checkGLcall("y correction loading");
588 if (!gl_shader->num_int_consts) return;
590 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
592 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
594 float val[4];
595 val[0] = (float)state->ps_consts_i[i].x;
596 val[1] = (float)state->ps_consts_i[i].y;
597 val[2] = (float)state->ps_consts_i[i].z;
598 val[3] = -1.0f;
600 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
603 checkGLcall("Load ps int consts");
606 /* Context activation is done by the caller. */
607 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
608 const struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
610 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
611 float position_fixup[4];
612 unsigned char i;
614 /* Upload the position fixup */
615 shader_get_position_fixup(&context_gl->c, state, 1, position_fixup);
616 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
618 if (!gl_shader->num_int_consts) return;
620 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
622 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
624 float val[4];
625 val[0] = (float)state->vs_consts_i[i].x;
626 val[1] = (float)state->vs_consts_i[i].y;
627 val[2] = (float)state->vs_consts_i[i].z;
628 val[3] = -1.0f;
630 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
633 checkGLcall("Load vs int consts");
636 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
637 const struct wined3d_state *state);
640 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
642 * We only support float constants in ARB at the moment, so don't
643 * worry about the Integers or Booleans
645 /* Context activation is done by the caller (state handler). */
646 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv, struct wined3d_context_gl *context_gl,
647 const struct wined3d_state *state, BOOL use_ps, BOOL use_vs, BOOL from_shader_select)
649 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
650 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
652 if (!from_shader_select)
654 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
655 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
657 if (vshader
658 && (vshader->reg_maps.boolean_constants
659 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
660 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
662 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
663 shader_arb_select(priv, &context_gl->c, state);
665 else if (pshader
666 && (pshader->reg_maps.boolean_constants
667 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
668 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
670 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
671 shader_arb_select(priv, &context_gl->c, state);
675 if (&context_gl->c != priv->last_context)
677 memset(priv->vshader_const_dirty, 1,
678 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
679 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
681 memset(priv->pshader_const_dirty, 1,
682 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
683 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
685 priv->last_context = &context_gl->c;
688 if (use_vs)
690 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
691 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
693 /* Load DirectX 9 float constants for vertex shader */
694 priv->highest_dirty_vs_const = shader_arb_load_constants_f(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
695 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
696 shader_arb_vs_local_constants(gl_shader, context_gl, state);
699 if (use_ps)
701 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
702 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
703 UINT rt_height = state->fb.render_targets[0]->height;
705 /* Load DirectX 9 float constants for pixel shader */
706 priv->highest_dirty_ps_const = shader_arb_load_constants_f(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
707 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
708 shader_arb_ps_local_constants(gl_shader, context_gl, state, rt_height);
710 if (context_gl->c.constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
711 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
715 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
716 const struct wined3d_state *state)
718 shader_arb_load_constants_internal(shader_priv, wined3d_context_gl(context),
719 state, use_ps(state), use_vs(state), FALSE);
722 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
724 struct wined3d_context_gl *context_gl = wined3d_context_gl_get_current();
725 struct shader_arb_priv *priv = device->shader_priv;
727 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
728 * context. On a context switch the old context will be fully dirtified */
729 if (!context_gl || context_gl->c.device != device)
730 return;
732 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
733 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
736 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
738 struct wined3d_context_gl *context_gl = wined3d_context_gl_get_current();
739 struct shader_arb_priv *priv = device->shader_priv;
741 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
742 * context. On a context switch the old context will be fully dirtified */
743 if (!context_gl || context_gl->c.device != device)
744 return;
746 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
747 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
750 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
752 char str[4][17];
754 wined3d_ftoa(values[0], str[0]);
755 wined3d_ftoa(values[1], str[1]);
756 wined3d_ftoa(values[2], str[2]);
757 wined3d_ftoa(values[3], str[3]);
758 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
761 /* Generate the variable & register declarations for the ARB_vertex_program output target */
762 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
763 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
764 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
765 const struct shader_arb_ctx_priv *ctx)
767 DWORD i;
768 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
769 const struct wined3d_shader_lconst *lconst;
770 unsigned max_constantsF;
771 DWORD map;
773 /* In pixel shaders, all private constants are program local, we don't need anything
774 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
775 * If we need a private constant the GL implementation will squeeze it in somewhere
777 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
778 * immediate values. The posFixup is loaded using program.env for now, so always
779 * subtract one from the number of constants. If the shader uses indirect addressing,
780 * account for the helper const too because we have to declare all available d3d constants
781 * and don't know which are actually used.
783 if (pshader)
785 max_constantsF = gl_info->limits.arb_ps_native_constants;
786 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
787 if (max_constantsF < 24)
788 max_constantsF = gl_info->limits.arb_ps_float_constants;
790 else
792 const struct arb_vshader_private *shader_data = shader->backend_data;
793 max_constantsF = gl_info->limits.arb_vs_native_constants;
794 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
795 * Also prevents max_constantsF from becoming less than 0 and
796 * wrapping . */
797 if (max_constantsF < 96)
798 max_constantsF = gl_info->limits.arb_vs_float_constants;
800 if (reg_maps->usesrelconstF)
802 DWORD highest_constf = 0, clip_limit;
804 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
805 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
806 max_constantsF -= gl_info->reserved_arb_constants;
808 for (i = 0; i < shader->limits->constant_float; ++i)
810 if (wined3d_bitmap_is_set(reg_maps->constf, i))
811 highest_constf = i;
814 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
816 if(ctx->cur_vs_args->super.clip_enabled)
817 clip_limit = gl_info->limits.user_clip_distances;
818 else
819 clip_limit = 0;
821 else
823 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
824 clip_limit = min(wined3d_popcount(mask), 4);
826 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
827 max_constantsF -= *num_clipplanes;
828 if(*num_clipplanes < clip_limit)
830 WARN("Only %u clip planes out of %u enabled.\n", *num_clipplanes,
831 gl_info->limits.user_clip_distances);
834 else
836 if (ctx->target_version >= NV2)
837 *num_clipplanes = gl_info->limits.user_clip_distances;
838 else
839 *num_clipplanes = min(gl_info->limits.user_clip_distances, 4);
843 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
845 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
848 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
850 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
853 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
855 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
857 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
861 if (!shader->load_local_constsF)
863 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
865 const float *value;
866 value = (const float *)lconst->value;
867 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
868 shader_arb_append_imm_vec4(buffer, value);
869 shader_addline(buffer, ";\n");
873 /* After subtracting privately used constants from the hardware limit(they are loaded as
874 * local constants), make sure the shader doesn't violate the env constant limit
876 if (pshader)
878 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
880 else
882 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
885 /* Avoid declaring more constants than needed */
886 max_constantsF = min(max_constantsF, shader->limits->constant_float);
888 /* we use the array-based constants array if the local constants are marked for loading,
889 * because then we use indirect addressing, or when the local constant list is empty,
890 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
891 * local constants do not declare the loaded constants as an array because ARB compilers usually
892 * do not optimize unused constants away
894 if (reg_maps->usesrelconstF)
896 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
897 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
898 max_constantsF, max_constantsF - 1);
900 else
902 for (i = 0; i < max_constantsF; ++i)
904 if (!shader_constant_is_local(shader, i) && wined3d_extract_bits(reg_maps->constf, i, 1))
906 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
912 static const char * const shift_tab[] = {
913 "dummy", /* 0 (none) */
914 "coefmul.x", /* 1 (x2) */
915 "coefmul.y", /* 2 (x4) */
916 "coefmul.z", /* 3 (x8) */
917 "coefmul.w", /* 4 (x16) */
918 "dummy", /* 5 (x32) */
919 "dummy", /* 6 (x64) */
920 "dummy", /* 7 (x128) */
921 "dummy", /* 8 (d256) */
922 "dummy", /* 9 (d128) */
923 "dummy", /* 10 (d64) */
924 "dummy", /* 11 (d32) */
925 "coefdiv.w", /* 12 (d16) */
926 "coefdiv.z", /* 13 (d8) */
927 "coefdiv.y", /* 14 (d4) */
928 "coefdiv.x" /* 15 (d2) */
931 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
932 const struct wined3d_shader_dst_param *dst, char *write_mask)
934 char *ptr = write_mask;
936 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
938 *ptr++ = '.';
939 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
940 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
941 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
942 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
945 *ptr = '\0';
948 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
950 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
951 * but addressed as "rgba". To fix this we need to swap the register's x
952 * and z components. */
953 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
954 char *ptr = swizzle_str;
956 /* swizzle bits fields: wwzzyyxx */
957 DWORD swizzle = param->swizzle;
958 DWORD swizzle_x = swizzle & 0x03;
959 DWORD swizzle_y = (swizzle >> 2) & 0x03;
960 DWORD swizzle_z = (swizzle >> 4) & 0x03;
961 DWORD swizzle_w = (swizzle >> 6) & 0x03;
963 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
964 * generate a swizzle string. Unless we need to our own swizzling. */
965 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
967 *ptr++ = '.';
968 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
969 *ptr++ = swizzle_chars[swizzle_x];
970 } else {
971 *ptr++ = swizzle_chars[swizzle_x];
972 *ptr++ = swizzle_chars[swizzle_y];
973 *ptr++ = swizzle_chars[swizzle_z];
974 *ptr++ = swizzle_chars[swizzle_w];
978 *ptr = '\0';
981 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
983 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
984 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
986 if (!strcmp(priv->addr_reg, src))
987 return;
989 snprintf(priv->addr_reg, sizeof(priv->addr_reg), "%s", src);
990 shader_addline(buffer, "ARL A0.x, %s;\n", src);
993 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
994 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
996 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
997 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
999 /* oPos, oFog and oPts in D3D */
1000 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1001 const struct wined3d_shader *shader = ins->ctx->shader;
1002 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1003 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1004 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1006 *is_color = FALSE;
1008 switch (reg->type)
1010 case WINED3DSPR_TEMP:
1011 sprintf(register_name, "R%u", reg->idx[0].offset);
1012 break;
1014 case WINED3DSPR_INPUT:
1015 if (pshader)
1017 if (reg_maps->shader_version.major < 3)
1019 if (!reg->idx[0].offset)
1020 strcpy(register_name, "fragment.color.primary");
1021 else
1022 strcpy(register_name, "fragment.color.secondary");
1024 else
1026 if (reg->idx[0].rel_addr)
1028 char rel_reg[50];
1029 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1031 if (!strcmp(rel_reg, "**aL_emul**"))
1033 DWORD idx = ctx->aL + reg->idx[0].offset;
1034 if(idx < MAX_REG_INPUT)
1036 strcpy(register_name, ctx->ps_input[idx]);
1038 else
1040 ERR("Pixel shader input register out of bounds: %u\n", idx);
1041 sprintf(register_name, "out_of_bounds_%u", idx);
1044 else if (reg_maps->input_registers & 0x0300)
1046 /* There are two ways basically:
1048 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1049 * That means trouble if the loop also contains a breakc or if the control values
1050 * aren't local constants.
1051 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1052 * source dynamically. The trouble is that we cannot simply read aL.y because it
1053 * is an ADDRESS register. We could however push it, load .zw with a value and use
1054 * ADAC to load the condition code register and pop it again afterwards
1056 FIXME("Relative input register addressing with more than 8 registers\n");
1058 /* This is better than nothing for now */
1059 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1061 else if(ctx->cur_ps_args->super.vp_mode != WINED3D_VP_MODE_SHADER)
1063 /* This is problematic because we'd have to consult the ctx->ps_input strings
1064 * for where to find the varying. Some may be "0.0", others can be texcoords or
1065 * colors. This needs either a pipeline replacement to make the vertex shader feed
1066 * proper varyings, or loop unrolling
1068 * For now use the texcoords and hope for the best
1070 FIXME("Non-vertex shader varying input with indirect addressing\n");
1071 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1073 else
1075 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1076 * pulls GL_NV_fragment_program2 in
1078 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1081 else
1083 if (reg->idx[0].offset < MAX_REG_INPUT)
1085 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1087 else
1089 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1090 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1095 else
1097 if (ctx->cur_vs_args->super.swizzle_map & (1u << reg->idx[0].offset))
1098 *is_color = TRUE;
1099 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1101 break;
1103 case WINED3DSPR_CONST:
1104 if (!pshader && reg->idx[0].rel_addr)
1106 const struct arb_vshader_private *shader_data = shader->backend_data;
1107 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1108 BOOL aL = FALSE;
1109 char rel_reg[50];
1110 if (reg_maps->shader_version.major < 2)
1112 sprintf(rel_reg, "A0.x");
1114 else
1116 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1117 if (ctx->target_version == ARB)
1119 if (!strcmp(rel_reg, "**aL_emul**"))
1121 aL = TRUE;
1122 } else {
1123 shader_arb_request_a0(ins, rel_reg);
1124 sprintf(rel_reg, "A0.x");
1128 if (aL)
1129 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1130 else if (reg->idx[0].offset >= rel_offset)
1131 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1132 else
1133 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1135 else
1137 if (reg_maps->usesrelconstF)
1138 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1139 else
1140 sprintf(register_name, "C%u", reg->idx[0].offset);
1142 break;
1144 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1145 if (pshader)
1147 if (reg_maps->shader_version.major == 1
1148 && reg_maps->shader_version.minor <= 3)
1149 /* In ps <= 1.3, Tx is a temporary register as destination
1150 * to all instructions, and as source to most instructions.
1151 * For some instructions it is the texcoord input. Those
1152 * instructions know about the special use. */
1153 sprintf(register_name, "T%u", reg->idx[0].offset);
1154 else
1155 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1156 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1158 else
1160 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1161 sprintf(register_name, "A%u", reg->idx[0].offset);
1162 else
1163 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1165 break;
1167 case WINED3DSPR_COLOROUT:
1168 if (ctx->ps_post_process && !reg->idx[0].offset)
1170 strcpy(register_name, "TMP_COLOR");
1172 else
1174 if (ctx->cur_ps_args->super.srgb_correction)
1175 FIXME("sRGB correction on higher render targets.\n");
1176 if (reg_maps->rt_mask > 1)
1177 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1178 else
1179 strcpy(register_name, "result.color");
1181 break;
1183 case WINED3DSPR_RASTOUT:
1184 if (reg->idx[0].offset == 1)
1185 sprintf(register_name, "%s", ctx->fog_output);
1186 else
1187 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1188 break;
1190 case WINED3DSPR_DEPTHOUT:
1191 strcpy(register_name, "result.depth");
1192 break;
1194 case WINED3DSPR_ATTROUT:
1195 /* case WINED3DSPR_OUTPUT: */
1196 if (pshader)
1197 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1198 else
1199 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1200 break;
1202 case WINED3DSPR_TEXCRDOUT:
1203 if (pshader)
1204 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1205 else if (reg_maps->shader_version.major < 3)
1206 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1207 else
1208 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1209 break;
1211 case WINED3DSPR_LOOP:
1212 if(ctx->target_version >= NV2)
1214 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1215 if(pshader) sprintf(register_name, "A0.x");
1216 else sprintf(register_name, "aL.y");
1218 else
1220 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1221 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1222 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1223 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1224 * indexing
1226 sprintf(register_name, "**aL_emul**");
1229 break;
1231 case WINED3DSPR_CONSTINT:
1232 sprintf(register_name, "I%u", reg->idx[0].offset);
1233 break;
1235 case WINED3DSPR_MISCTYPE:
1236 if (!reg->idx[0].offset)
1237 sprintf(register_name, "vpos");
1238 else if (reg->idx[0].offset == 1)
1239 sprintf(register_name, "fragment.facing.x");
1240 else
1241 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1242 break;
1244 default:
1245 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1246 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1247 break;
1251 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1252 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1254 char register_name[255];
1255 char write_mask[6];
1256 BOOL is_color;
1258 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1259 strcpy(str, register_name);
1261 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1262 strcat(str, write_mask);
1265 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1267 switch(channel_source)
1269 case CHANNEL_SOURCE_ZERO: return "0";
1270 case CHANNEL_SOURCE_ONE: return "1";
1271 case CHANNEL_SOURCE_X: return "x";
1272 case CHANNEL_SOURCE_Y: return "y";
1273 case CHANNEL_SOURCE_Z: return "z";
1274 case CHANNEL_SOURCE_W: return "w";
1275 default:
1276 FIXME("Unhandled channel source %#x\n", channel_source);
1277 return "undefined";
1281 struct color_fixup_masks
1283 DWORD source;
1284 DWORD sign;
1287 static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
1289 struct color_fixup_masks masks = {0, 0};
1291 if (is_complex_fixup(fixup))
1293 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1294 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1295 return masks;
1298 if (fixup.x_source != CHANNEL_SOURCE_X)
1299 masks.source |= WINED3DSP_WRITEMASK_0;
1300 if (fixup.y_source != CHANNEL_SOURCE_Y)
1301 masks.source |= WINED3DSP_WRITEMASK_1;
1302 if (fixup.z_source != CHANNEL_SOURCE_Z)
1303 masks.source |= WINED3DSP_WRITEMASK_2;
1304 if (fixup.w_source != CHANNEL_SOURCE_W)
1305 masks.source |= WINED3DSP_WRITEMASK_3;
1306 masks.source &= dst_mask;
1308 if (fixup.x_sign_fixup)
1309 masks.sign |= WINED3DSP_WRITEMASK_0;
1310 if (fixup.y_sign_fixup)
1311 masks.sign |= WINED3DSP_WRITEMASK_1;
1312 if (fixup.z_sign_fixup)
1313 masks.sign |= WINED3DSP_WRITEMASK_2;
1314 if (fixup.w_sign_fixup)
1315 masks.sign |= WINED3DSP_WRITEMASK_3;
1316 masks.sign &= dst_mask;
1318 return masks;
1321 static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
1322 const char *src, const char *one, const char *two,
1323 struct color_fixup_desc fixup, struct color_fixup_masks masks)
1325 const char *sign_fixup_src = dst;
1327 if (masks.source)
1329 if (masks.sign)
1330 sign_fixup_src = "TA";
1332 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
1333 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1334 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1336 else if (masks.sign)
1338 sign_fixup_src = src;
1341 if (masks.sign)
1343 char reg_mask[6];
1344 char *ptr = reg_mask;
1346 if (masks.sign != WINED3DSP_WRITEMASK_ALL)
1348 *ptr++ = '.';
1349 if (masks.sign & WINED3DSP_WRITEMASK_0)
1350 *ptr++ = 'x';
1351 if (masks.sign & WINED3DSP_WRITEMASK_1)
1352 *ptr++ = 'y';
1353 if (masks.sign & WINED3DSP_WRITEMASK_2)
1354 *ptr++ = 'z';
1355 if (masks.sign & WINED3DSP_WRITEMASK_3)
1356 *ptr++ = 'w';
1358 *ptr = '\0';
1360 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
1364 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1366 DWORD mod;
1367 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1368 if (!ins->dst_count) return "";
1370 mod = ins->dst[0].modifiers;
1372 /* Silently ignore PARTIALPRECISION if it's not supported */
1373 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1375 if(mod & WINED3DSPDM_MSAMPCENTROID)
1377 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1378 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1381 switch(mod)
1383 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1384 return "H_SAT";
1386 case WINED3DSPDM_SATURATE:
1387 return "_SAT";
1389 case WINED3DSPDM_PARTIALPRECISION:
1390 return "H";
1392 case 0:
1393 return "";
1395 default:
1396 FIXME("Unknown modifiers 0x%08x\n", mod);
1397 return "";
1401 #define TEX_PROJ 0x1
1402 #define TEX_BIAS 0x2
1403 #define TEX_LOD 0x4
1404 #define TEX_DERIV 0x10
1406 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1407 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1409 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1410 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1411 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1412 enum wined3d_shader_resource_type resource_type;
1413 struct color_fixup_masks masks;
1414 const char *tex_dst = dst_str;
1415 BOOL np2_fixup = FALSE;
1416 const char *tex_type;
1417 const char *mod;
1419 if (pshader)
1421 resource_type = pixelshader_get_resource_type(ins->ctx->reg_maps, sampler_idx,
1422 priv->cur_ps_args->super.tex_types);
1424 else
1426 resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1428 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1429 sampler_idx += WINED3D_MAX_FRAGMENT_SAMPLERS;
1432 switch (resource_type)
1434 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1435 tex_type = "1D";
1436 break;
1438 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1439 if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
1440 && priv->gl_info->supported[ARB_TEXTURE_RECTANGLE])
1441 tex_type = "RECT";
1442 else
1443 tex_type = "2D";
1445 if (pshader)
1447 if (priv->cur_np2fixup_info->super.active & (1u << sampler_idx))
1449 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1450 else np2_fixup = TRUE;
1453 break;
1455 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1456 tex_type = "3D";
1457 break;
1459 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1460 tex_type = "CUBE";
1461 break;
1463 default:
1464 ERR("Unexpected resource type %#x.\n", resource_type);
1465 tex_type = "";
1468 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1469 * so don't use shader_arb_get_modifier
1471 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1472 else mod = "";
1474 /* Fragment samplers always have identity mapping */
1475 if(sampler_idx >= WINED3D_MAX_FRAGMENT_SAMPLERS)
1477 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - WINED3D_MAX_FRAGMENT_SAMPLERS];
1480 if (pshader)
1482 masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
1483 ins->dst[0].write_mask);
1485 if (masks.source || masks.sign)
1486 tex_dst = "TA";
1489 if (flags & TEX_DERIV)
1491 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1492 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1493 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1494 dsx, dsy, sampler_idx, tex_type);
1496 else if(flags & TEX_LOD)
1498 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1499 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1500 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1501 sampler_idx, tex_type);
1503 else if (flags & TEX_BIAS)
1505 /* Shouldn't be possible, but let's check for it */
1506 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1507 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1508 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1510 else if (flags & TEX_PROJ)
1512 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1514 else
1516 if (np2_fixup)
1518 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1519 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1520 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1522 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
1524 else
1525 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1528 if (pshader)
1530 gen_color_correction(buffer, dst_str, tex_dst,
1531 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1532 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1533 priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
1537 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1538 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1540 /* Generate a line that does the input modifier computation and return the input register to use */
1541 BOOL is_color = FALSE, insert_line;
1542 char regstr[256];
1543 char swzstr[20];
1544 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1545 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1546 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1547 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1549 /* Assume a new line will be added */
1550 insert_line = TRUE;
1552 /* Get register name */
1553 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1554 shader_arb_get_swizzle(src, is_color, swzstr);
1556 switch (src->modifiers)
1558 case WINED3DSPSM_NONE:
1559 sprintf(outregstr, "%s%s", regstr, swzstr);
1560 insert_line = FALSE;
1561 break;
1562 case WINED3DSPSM_NEG:
1563 sprintf(outregstr, "-%s%s", regstr, swzstr);
1564 insert_line = FALSE;
1565 break;
1566 case WINED3DSPSM_BIAS:
1567 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1568 break;
1569 case WINED3DSPSM_BIASNEG:
1570 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1571 break;
1572 case WINED3DSPSM_SIGN:
1573 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1574 break;
1575 case WINED3DSPSM_SIGNNEG:
1576 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1577 break;
1578 case WINED3DSPSM_COMP:
1579 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1580 break;
1581 case WINED3DSPSM_X2:
1582 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1583 break;
1584 case WINED3DSPSM_X2NEG:
1585 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1586 break;
1587 case WINED3DSPSM_DZ:
1588 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1589 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1590 break;
1591 case WINED3DSPSM_DW:
1592 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1593 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1594 break;
1595 case WINED3DSPSM_ABS:
1596 if(ctx->target_version >= NV2) {
1597 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1598 insert_line = FALSE;
1599 } else {
1600 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1602 break;
1603 case WINED3DSPSM_ABSNEG:
1604 if(ctx->target_version >= NV2) {
1605 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1606 } else {
1607 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1608 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1610 insert_line = FALSE;
1611 break;
1612 default:
1613 sprintf(outregstr, "%s%s", regstr, swzstr);
1614 insert_line = FALSE;
1617 /* Return modified or original register, with swizzle */
1618 if (insert_line)
1619 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1622 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1624 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1625 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1626 DWORD sampler_code = dst->reg.idx[0].offset;
1627 char dst_name[50];
1628 char src_name[2][50];
1630 shader_arb_get_dst_param(ins, dst, dst_name);
1632 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1634 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1635 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1636 * temps is done.
1638 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1639 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1640 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1641 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1642 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1644 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1645 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1648 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1650 *extra_char = ' ';
1651 switch(mod)
1653 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1654 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1655 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1656 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1657 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1658 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1659 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1660 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1661 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1662 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1663 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1664 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1665 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1667 FIXME("Unknown modifier %u\n", mod);
1668 return mod;
1671 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1673 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1674 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1675 char dst_name[50];
1676 char src_name[3][50];
1677 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1678 ins->ctx->reg_maps->shader_version.minor);
1680 shader_arb_get_dst_param(ins, dst, dst_name);
1681 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1683 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1684 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1686 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1688 else
1690 struct wined3d_shader_src_param src0_copy = ins->src[0];
1691 char extra_neg;
1693 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1694 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1696 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1697 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1698 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1699 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1700 dst_name, src_name[1], src_name[2]);
1704 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1706 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1707 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1708 char dst_name[50];
1709 char src_name[3][50];
1711 shader_arb_get_dst_param(ins, dst, dst_name);
1713 /* Generate input register names (with modifiers) */
1714 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1715 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1716 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1718 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1719 dst_name, src_name[0], src_name[2], src_name[1]);
1722 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1723 * dst = dot2(src0, src1) + src2 */
1724 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1726 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1727 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1728 char dst_name[50];
1729 char src_name[3][50];
1730 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1732 shader_arb_get_dst_param(ins, dst, dst_name);
1733 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1734 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1736 if(ctx->target_version >= NV3)
1738 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1739 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1740 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1741 dst_name, src_name[0], src_name[1], src_name[2]);
1743 else if(ctx->target_version >= NV2)
1745 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1746 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1747 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1748 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1750 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1752 * .xyxy and other swizzles that we could get with this are not valid in
1753 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1755 struct wined3d_shader_src_param tmp_param = ins->src[1];
1756 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1757 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1759 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1761 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1762 dst_name, src_name[2], src_name[0], src_name[1]);
1764 else
1766 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1767 /* 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]
1768 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1770 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1771 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1772 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1773 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1777 /* Map the opcode 1-to-1 to the GL code */
1778 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1780 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1781 const char *instruction;
1782 char arguments[256], dst_str[50];
1783 unsigned int i;
1784 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1786 switch (ins->handler_idx)
1788 case WINED3DSIH_ABS: instruction = "ABS"; break;
1789 case WINED3DSIH_ADD: instruction = "ADD"; break;
1790 case WINED3DSIH_CRS: instruction = "XPD"; break;
1791 case WINED3DSIH_DP3: instruction = "DP3"; break;
1792 case WINED3DSIH_DP4: instruction = "DP4"; break;
1793 case WINED3DSIH_DST: instruction = "DST"; break;
1794 case WINED3DSIH_FRC: instruction = "FRC"; break;
1795 case WINED3DSIH_LIT: instruction = "LIT"; break;
1796 case WINED3DSIH_LRP: instruction = "LRP"; break;
1797 case WINED3DSIH_MAD: instruction = "MAD"; break;
1798 case WINED3DSIH_MAX: instruction = "MAX"; break;
1799 case WINED3DSIH_MIN: instruction = "MIN"; break;
1800 case WINED3DSIH_MOV: instruction = "MOV"; break;
1801 case WINED3DSIH_MUL: instruction = "MUL"; break;
1802 case WINED3DSIH_SGE: instruction = "SGE"; break;
1803 case WINED3DSIH_SLT: instruction = "SLT"; break;
1804 case WINED3DSIH_SUB: instruction = "SUB"; break;
1805 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1806 case WINED3DSIH_DSX: instruction = "DDX"; break;
1807 default: instruction = "";
1808 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
1809 break;
1812 /* Note that shader_arb_add_dst_param() adds spaces. */
1813 arguments[0] = '\0';
1814 shader_arb_get_dst_param(ins, dst, dst_str);
1815 for (i = 0; i < ins->src_count; ++i)
1817 char operand[100];
1818 strcat(arguments, ", ");
1819 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1820 strcat(arguments, operand);
1822 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1825 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1827 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1829 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1832 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1834 const struct wined3d_shader *shader = ins->ctx->shader;
1835 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1836 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1837 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1838 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1839 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1840 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1842 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1843 char src0_param[256];
1845 if (ins->handler_idx == WINED3DSIH_MOVA)
1847 const struct arb_vshader_private *shader_data = shader->backend_data;
1848 char write_mask[6];
1849 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1851 if(ctx->target_version >= NV2) {
1852 shader_hw_map2gl(ins);
1853 return;
1855 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1856 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1858 /* This implements the mova formula used in GLSL. The first two instructions
1859 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1860 * in this case:
1861 * mova A0.x, 0.0
1863 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1865 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1866 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1868 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1869 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1871 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1872 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1873 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1874 if (shader_data->rel_offset)
1876 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1878 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1880 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1882 else if (reg_maps->shader_version.major == 1
1883 && !shader_is_pshader_version(reg_maps->shader_version.type)
1884 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1886 const struct arb_vshader_private *shader_data = shader->backend_data;
1887 src0_param[0] = '\0';
1889 if (shader_data->rel_offset && ctx->target_version == ARB)
1891 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1892 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1893 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1894 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1896 else
1898 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1899 * with more than one component. Thus replicate the first source argument over all
1900 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1901 struct wined3d_shader_src_param tmp_src = ins->src[0];
1902 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1903 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1904 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1907 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1909 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1911 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1912 return;
1914 shader_hw_map2gl(ins);
1916 else
1918 shader_hw_map2gl(ins);
1922 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1924 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1925 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1926 char reg_dest[40];
1928 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1929 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1931 shader_arb_get_dst_param(ins, dst, reg_dest);
1933 if (ins->ctx->reg_maps->shader_version.major >= 2)
1935 const char *kilsrc = "TA";
1936 BOOL is_color;
1938 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1939 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1941 kilsrc = reg_dest;
1943 else
1945 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1946 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1947 * masked out components to 0(won't kill)
1949 char x = '0', y = '0', z = '0', w = '0';
1950 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1951 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1952 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1953 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1954 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1956 shader_addline(buffer, "KIL %s;\n", kilsrc);
1958 else
1960 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1961 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1963 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1964 * or pass in any temporary register(in shader phase 2)
1966 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1967 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1968 else
1969 shader_arb_get_dst_param(ins, dst, reg_dest);
1970 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1971 shader_addline(buffer, "KIL TA;\n");
1975 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1977 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1978 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1979 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1980 ins->ctx->reg_maps->shader_version.minor);
1981 struct wined3d_shader_src_param src;
1983 char reg_dest[40];
1984 char reg_coord[40];
1985 DWORD reg_sampler_code;
1986 WORD myflags = 0;
1987 BOOL swizzle_coord = FALSE;
1989 /* All versions have a destination register */
1990 shader_arb_get_dst_param(ins, dst, reg_dest);
1992 /* 1.0-1.4: Use destination register number as texture code.
1993 2.0+: Use provided sampler number as texture code. */
1994 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1995 reg_sampler_code = dst->reg.idx[0].offset;
1996 else
1997 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1999 /* 1.0-1.3: Use the texcoord varying.
2000 1.4+: Use provided coordinate source register. */
2001 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2002 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
2003 else {
2004 /* TEX is the only instruction that can handle DW and DZ natively */
2005 src = ins->src[0];
2006 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
2007 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
2008 shader_arb_get_src_param(ins, &src, 0, reg_coord);
2011 /* projection flag:
2012 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2013 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2014 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2016 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2018 DWORD flags = 0;
2019 if (reg_sampler_code < WINED3D_MAX_TEXTURES)
2020 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2021 if (flags & WINED3D_PSARGS_PROJECTED)
2023 myflags |= TEX_PROJ;
2024 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
2025 swizzle_coord = TRUE;
2028 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2030 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2031 if (src_mod == WINED3DSPSM_DZ)
2033 swizzle_coord = TRUE;
2034 myflags |= TEX_PROJ;
2035 } else if(src_mod == WINED3DSPSM_DW) {
2036 myflags |= TEX_PROJ;
2038 } else {
2039 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2040 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2043 if (swizzle_coord)
2045 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2046 * reg_coord is a read-only varying register, so we need a temp reg */
2047 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2048 strcpy(reg_coord, "TA");
2051 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2054 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2056 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2057 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2058 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2059 ins->ctx->reg_maps->shader_version.minor);
2060 char dst_str[50];
2062 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2064 DWORD reg = dst->reg.idx[0].offset;
2066 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2067 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2068 } else {
2069 char reg_src[40];
2071 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2072 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2073 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2077 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2079 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2080 DWORD flags = 0;
2082 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2083 char dst_str[50];
2084 char src_str[50];
2086 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2087 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2088 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2089 /* Move .x first in case src_str is "TA" */
2090 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2091 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2092 if (reg1 < WINED3D_MAX_TEXTURES)
2094 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2095 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2097 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2100 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2102 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2104 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2105 char dst_str[50];
2106 char src_str[50];
2108 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2109 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2110 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2111 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2112 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2113 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2116 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2118 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2119 char dst_str[50];
2120 char src_str[50];
2122 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2123 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2124 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2125 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2128 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2130 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2131 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2132 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2133 char reg_coord[40], dst_reg[50], src_reg[50];
2134 DWORD reg_dest_code;
2136 /* All versions have a destination register. The Tx where the texture coordinates come
2137 * from is the varying incarnation of the texture register
2139 reg_dest_code = dst->reg.idx[0].offset;
2140 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2141 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2142 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2144 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2145 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2147 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2148 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2150 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2151 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2152 * extension.
2154 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2155 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2156 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2157 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2159 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2160 * so we can't let the GL handle this.
2162 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2163 & WINED3D_PSARGS_PROJECTED)
2165 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2166 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2167 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2168 } else {
2169 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2172 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2174 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2176 /* No src swizzles are allowed, so this is ok */
2177 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2178 src_reg, reg_dest_code, reg_dest_code);
2179 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2183 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2185 DWORD reg = ins->dst[0].reg.idx[0].offset;
2186 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2187 char src0_name[50], dst_name[50];
2188 BOOL is_color;
2189 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2191 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2192 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2193 * T<reg+1> register. Use this register to store the calculated vector
2195 tmp_reg.idx[0].offset = reg + 1;
2196 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2197 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2200 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2202 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2203 DWORD flags;
2204 DWORD reg = ins->dst[0].reg.idx[0].offset;
2205 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2206 char dst_str[50];
2207 char src0_name[50];
2208 char dst_reg[50];
2209 BOOL is_color;
2211 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2212 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2214 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2215 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2216 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2217 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2218 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2221 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2223 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2224 DWORD reg = ins->dst[0].reg.idx[0].offset;
2225 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2226 char src0_name[50], dst_name[50];
2227 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2228 BOOL is_color;
2230 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2231 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2232 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2234 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2235 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2237 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2238 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2239 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2240 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2243 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2245 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2246 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2247 DWORD flags;
2248 DWORD reg = ins->dst[0].reg.idx[0].offset;
2249 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2250 char dst_str[50];
2251 char src0_name[50], dst_name[50];
2252 BOOL is_color;
2254 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2255 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2256 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2258 /* Sample the texture using the calculated coordinates */
2259 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2260 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2261 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2262 tex_mx->current_row = 0;
2265 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2267 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2268 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2269 DWORD flags;
2270 DWORD reg = ins->dst[0].reg.idx[0].offset;
2271 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2272 char dst_str[50];
2273 char src0_name[50];
2274 char dst_reg[50];
2275 BOOL is_color;
2277 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2278 * components for temporary data storage
2280 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2281 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2282 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2284 /* Construct the eye-ray vector from w coordinates */
2285 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2286 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2287 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2289 /* Calculate reflection vector
2291 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2292 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2293 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2294 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2295 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2296 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2297 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2299 /* Sample the texture using the calculated coordinates */
2300 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2301 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2302 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2303 tex_mx->current_row = 0;
2306 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2308 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2309 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2310 DWORD flags;
2311 DWORD reg = ins->dst[0].reg.idx[0].offset;
2312 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2313 char dst_str[50];
2314 char src0_name[50];
2315 char src1_name[50];
2316 char dst_reg[50];
2317 BOOL is_color;
2319 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2320 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2321 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2322 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2323 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2325 /* Calculate reflection vector.
2327 * dot(N, E)
2328 * dst_reg.xyz = 2 * --------- * N - E
2329 * dot(N, N)
2331 * Which normalizes the normal vector
2333 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2334 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2335 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2336 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2337 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2338 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2340 /* Sample the texture using the calculated coordinates */
2341 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2342 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2343 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2344 tex_mx->current_row = 0;
2347 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2349 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2350 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2351 char dst_name[50];
2352 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2353 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2355 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2356 * which is essentially an input, is the destination register because it is the first
2357 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2358 * here(writemasks/swizzles are not valid on texdepth)
2360 shader_arb_get_dst_param(ins, dst, dst_name);
2362 /* According to the msdn, the source register(must be r5) is unusable after
2363 * the texdepth instruction, so we're free to modify it
2365 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2367 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2368 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2369 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2371 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2372 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2373 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2374 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2377 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2378 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2379 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2380 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2382 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2383 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2384 char src0[50];
2385 char dst_str[50];
2387 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2388 shader_addline(buffer, "MOV TB, 0.0;\n");
2389 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2391 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2392 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2395 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2396 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2397 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2399 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2400 char src0[50];
2401 char dst_str[50];
2402 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2404 /* Handle output register */
2405 shader_arb_get_dst_param(ins, dst, dst_str);
2406 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2407 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2410 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2411 * Perform the 3rd row of a 3x3 matrix multiply */
2412 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2414 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2415 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2416 char dst_str[50], dst_name[50];
2417 char src0[50];
2418 BOOL is_color;
2420 shader_arb_get_dst_param(ins, dst, dst_str);
2421 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2422 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2423 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2424 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2427 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2428 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2429 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2430 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2432 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2434 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2435 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2436 char src0[50], dst_name[50];
2437 BOOL is_color;
2438 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2439 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2441 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2442 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2443 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2445 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2446 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2447 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2449 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2450 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2451 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2452 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2455 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2456 Vertex/Pixel shaders to ARB_vertex_program codes */
2457 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2459 int i;
2460 int nComponents = 0;
2461 struct wined3d_shader_dst_param tmp_dst = {{0}};
2462 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2463 struct wined3d_shader_instruction tmp_ins;
2465 memset(&tmp_ins, 0, sizeof(tmp_ins));
2467 /* Set constants for the temporary argument */
2468 tmp_ins.ctx = ins->ctx;
2469 tmp_ins.dst_count = 1;
2470 tmp_ins.dst = &tmp_dst;
2471 tmp_ins.src_count = 2;
2472 tmp_ins.src = tmp_src;
2474 switch(ins->handler_idx)
2476 case WINED3DSIH_M4x4:
2477 nComponents = 4;
2478 tmp_ins.handler_idx = WINED3DSIH_DP4;
2479 break;
2480 case WINED3DSIH_M4x3:
2481 nComponents = 3;
2482 tmp_ins.handler_idx = WINED3DSIH_DP4;
2483 break;
2484 case WINED3DSIH_M3x4:
2485 nComponents = 4;
2486 tmp_ins.handler_idx = WINED3DSIH_DP3;
2487 break;
2488 case WINED3DSIH_M3x3:
2489 nComponents = 3;
2490 tmp_ins.handler_idx = WINED3DSIH_DP3;
2491 break;
2492 case WINED3DSIH_M3x2:
2493 nComponents = 2;
2494 tmp_ins.handler_idx = WINED3DSIH_DP3;
2495 break;
2496 default:
2497 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2498 break;
2501 tmp_dst = ins->dst[0];
2502 tmp_src[0] = ins->src[0];
2503 tmp_src[1] = ins->src[1];
2504 for (i = 0; i < nComponents; ++i)
2506 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2507 shader_hw_map2gl(&tmp_ins);
2508 ++tmp_src[1].reg.idx[0].offset;
2512 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2514 *need_abs = FALSE;
2516 switch(mod)
2518 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2519 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2520 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2521 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2522 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2523 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2524 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2525 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2526 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2527 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2528 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2529 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2530 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2532 FIXME("Unknown modifier %u\n", mod);
2533 return mod;
2536 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2538 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2539 const char *instruction;
2540 struct wined3d_shader_src_param src0_copy = ins->src[0];
2541 BOOL need_abs = FALSE;
2543 char dst[50];
2544 char src[50];
2546 switch(ins->handler_idx)
2548 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2549 case WINED3DSIH_RCP: instruction = "RCP"; break;
2550 case WINED3DSIH_EXPP:
2551 if (ins->ctx->reg_maps->shader_version.major < 2)
2553 instruction = "EXP";
2554 break;
2556 /* Drop through. */
2557 case WINED3DSIH_EXP:
2558 instruction = "EX2";
2559 break;
2560 case WINED3DSIH_LOG:
2561 case WINED3DSIH_LOGP:
2562 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2563 * instruction, but notice that the output of those instructions is
2564 * different. */
2565 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2566 instruction = "LG2";
2567 break;
2568 default: instruction = "";
2569 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2570 break;
2573 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2574 * .w is used. */
2575 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2577 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2578 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2580 if(need_abs)
2582 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2583 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2585 else
2587 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2592 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2594 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2595 char dst_name[50];
2596 char src_name[50];
2597 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2598 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2599 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2601 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2602 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2604 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2605 * otherwise NRM or RSQ would return NaN */
2606 if(pshader && priv->target_version >= NV3)
2608 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2610 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2612 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2613 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2614 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2616 else if(priv->target_version >= NV2)
2618 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2619 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2620 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2621 src_name);
2623 else
2625 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2627 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2628 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2629 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2631 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2632 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2634 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2635 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2636 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2637 src_name);
2641 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2643 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2644 char dst_name[50];
2645 char src_name[3][50];
2647 /* ARB_fragment_program has a convenient LRP instruction */
2648 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2649 shader_hw_map2gl(ins);
2650 return;
2653 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2654 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2655 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2656 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2658 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2659 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2660 dst_name, src_name[0], src_name[2]);
2663 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2665 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2666 * must contain fixed constants. So we need a separate function to filter those constants and
2667 * can't use map2gl
2669 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2670 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2671 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2672 char dst_name[50];
2673 char src_name0[50], src_name1[50], src_name2[50];
2674 BOOL is_color;
2676 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2677 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2678 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2679 /* No modifiers are supported on SCS */
2680 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2682 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2684 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2685 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2687 } else if(priv->target_version >= NV2) {
2688 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2690 /* Sincos writemask must be .x, .y or .xy */
2691 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2692 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2693 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2694 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2695 } else {
2696 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2697 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2699 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2700 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2702 * The constants we get are:
2704 * +1 +1, -1 -1 +1 +1 -1 -1
2705 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2706 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2708 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2710 * (x/2)^2 = x^2 / 4
2711 * (x/2)^3 = x^3 / 8
2712 * (x/2)^4 = x^4 / 16
2713 * (x/2)^5 = x^5 / 32
2714 * etc
2716 * To get the final result:
2717 * sin(x) = 2 * sin(x/2) * cos(x/2)
2718 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2719 * (from sin(x+y) and cos(x+y) rules)
2721 * As per MSDN, dst.z is undefined after the operation, and so is
2722 * dst.x and dst.y if they're masked out by the writemask. Ie
2723 * sincos dst.y, src1, c0, c1
2724 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2725 * vsa.exe also stops with an error if the dest register is the same register as the source
2726 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2727 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2729 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2730 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2731 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2733 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2734 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2735 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2736 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2737 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2738 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2740 /* sin(x/2)
2742 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2743 * properly merge that with MULs in the code above?
2744 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2745 * we can merge the sine and cosine MAD rows to calculate them together.
2747 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2748 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2749 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2750 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2752 /* cos(x/2) */
2753 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2754 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2755 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2757 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2758 /* cos x */
2759 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2760 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2762 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2763 /* sin x */
2764 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2765 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2770 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2772 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2773 char dst_name[50];
2774 char src_name[50];
2775 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2777 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2778 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2780 /* SGN is only valid in vertex shaders */
2781 if(ctx->target_version >= NV2) {
2782 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2783 return;
2786 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2787 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2789 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2790 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2791 } else {
2792 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2793 * Then use TA, and calculate the final result
2795 * Not reading from TA? Store the first result in TA to avoid overwriting the
2796 * destination if src reg = dst reg
2798 if(strstr(src_name, "TA"))
2800 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2801 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2802 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2804 else
2806 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2807 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2808 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2813 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2815 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2816 char src[50];
2817 char dst[50];
2818 char dst_name[50];
2819 BOOL is_color;
2821 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2822 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2823 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2825 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2826 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2829 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2831 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2832 char src0[50], src1[50], dst[50];
2833 struct wined3d_shader_src_param src0_copy = ins->src[0];
2834 BOOL need_abs = FALSE;
2835 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2836 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2838 /* POW operates on the absolute value of the input */
2839 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2841 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2842 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2843 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2845 if (need_abs)
2846 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2847 else
2848 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2850 if (priv->target_version >= NV2)
2852 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2853 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2854 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2856 else
2858 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2859 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2861 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2862 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2863 /* Possibly add flt_eps to avoid getting float special values */
2864 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2865 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2866 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2867 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2871 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2873 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2874 char src_name[50];
2875 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2877 /* src0 is aL */
2878 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2880 if(vshader)
2882 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2883 struct list *e = list_head(&priv->control_frames);
2884 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2886 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2887 /* The constant loader makes sure to load -1 into iX.w */
2888 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2889 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2890 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2892 else
2894 shader_addline(buffer, "LOOP %s;\n", src_name);
2898 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2900 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2901 char src_name[50];
2902 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2904 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2906 /* The constant loader makes sure to load -1 into iX.w */
2907 if(vshader)
2909 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2910 struct list *e = list_head(&priv->control_frames);
2911 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2913 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2915 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2916 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2917 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2919 else
2921 shader_addline(buffer, "REP %s;\n", src_name);
2925 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2927 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2928 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2930 if(vshader)
2932 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2933 struct list *e = list_head(&priv->control_frames);
2934 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2936 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2937 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2938 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2940 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2942 else
2944 shader_addline(buffer, "ENDLOOP;\n");
2948 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2950 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2951 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2953 if(vshader)
2955 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2956 struct list *e = list_head(&priv->control_frames);
2957 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2959 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2960 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2961 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2963 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2965 else
2967 shader_addline(buffer, "ENDREP;\n");
2971 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2973 struct control_frame *control_frame;
2975 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2977 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2979 ERR("Could not find loop for break\n");
2980 return NULL;
2983 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2985 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2986 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2987 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2989 if(vshader)
2991 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2993 else
2995 shader_addline(buffer, "BRK;\n");
2999 static const char *get_compare(enum wined3d_shader_rel_op op)
3001 switch (op)
3003 case WINED3D_SHADER_REL_OP_GT: return "GT";
3004 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
3005 case WINED3D_SHADER_REL_OP_GE: return "GE";
3006 case WINED3D_SHADER_REL_OP_LT: return "LT";
3007 case WINED3D_SHADER_REL_OP_NE: return "NE";
3008 case WINED3D_SHADER_REL_OP_LE: return "LE";
3009 default:
3010 FIXME("Unrecognized operator %#x.\n", op);
3011 return "(\?\?)";
3015 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3017 switch (op)
3019 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3020 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3021 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3022 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3023 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3024 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3025 default:
3026 FIXME("Unrecognized operator %#x.\n", op);
3027 return -1;
3031 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3033 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3034 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3035 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3036 char src_name0[50];
3037 char src_name1[50];
3038 const char *comp = get_compare(ins->flags);
3040 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3041 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3043 if(vshader)
3045 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3046 * away the subtraction result
3048 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3049 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3051 else
3053 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3054 shader_addline(buffer, "BRK (%s.x);\n", comp);
3058 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3060 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3061 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3062 struct list *e = list_head(&priv->control_frames);
3063 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3064 const char *comp;
3065 char src_name0[50];
3066 char src_name1[50];
3067 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3069 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3070 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3072 if(vshader)
3074 /* Invert the flag. We jump to the else label if the condition is NOT true */
3075 comp = get_compare(invert_compare(ins->flags));
3076 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3077 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3079 else
3081 comp = get_compare(ins->flags);
3082 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3083 shader_addline(buffer, "IF %s.x;\n", comp);
3087 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3089 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3090 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3091 struct list *e = list_head(&priv->control_frames);
3092 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3093 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3095 if(vshader)
3097 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3098 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3099 control_frame->had_else = TRUE;
3101 else
3103 shader_addline(buffer, "ELSE;\n");
3107 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3109 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3110 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3111 struct list *e = list_head(&priv->control_frames);
3112 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3113 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3115 if(vshader)
3117 if(control_frame->had_else)
3119 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3121 else
3123 shader_addline(buffer, "#No else branch. else is endif\n");
3124 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3127 else
3129 shader_addline(buffer, "ENDIF;\n");
3133 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3135 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3136 char reg_dest[40];
3137 char reg_src[3][40];
3138 WORD flags = TEX_DERIV;
3140 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3141 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3142 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3143 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3145 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3146 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3148 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3151 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3153 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3154 char reg_dest[40];
3155 char reg_coord[40];
3156 WORD flags = TEX_LOD;
3158 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3159 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3161 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3162 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3164 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3167 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3169 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3170 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3172 priv->in_main_func = FALSE;
3173 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3174 * subroutine, don't generate a label that will make GL complain
3176 if(priv->target_version == ARB) return;
3178 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3181 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3182 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3183 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3184 struct wined3d_string_buffer *buffer)
3186 unsigned int i;
3188 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3189 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3190 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3191 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3193 if (args->super.fog_src == VS_FOG_Z)
3195 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3197 else
3199 if (!reg_maps->fog)
3201 /* posFixup.x is always 1.0, so we can safely use it */
3202 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3204 else
3206 /* Clamp fogcoord */
3207 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3208 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3210 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3211 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3215 /* Clipplanes are always stored without y inversion */
3216 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3218 if (args->super.clip_enabled)
3220 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3222 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3226 else if (args->clip.boolclip.clip_texcoord)
3228 static const char component[4] = {'x', 'y', 'z', 'w'};
3229 unsigned int cur_clip = 0;
3230 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3232 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3234 if (args->clip.boolclip.clipplane_mask & (1u << i))
3236 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3237 component[cur_clip++], i);
3240 switch (cur_clip)
3242 case 0:
3243 shader_addline(buffer, "MOV TA, %s;\n", zero);
3244 break;
3245 case 1:
3246 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3247 break;
3248 case 2:
3249 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3250 break;
3251 case 3:
3252 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3253 break;
3255 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3256 args->clip.boolclip.clip_texcoord - 1);
3259 /* Write the final position.
3261 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3262 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3263 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3264 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3266 if (!gl_info->supported[ARB_CLIP_CONTROL])
3268 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3269 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3270 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3272 /* Z coord [0;1]->[-1;1] mapping, see comment in
3273 * get_projection_matrix() in utils.c. */
3274 if (need_helper_const(shader_data, reg_maps, gl_info))
3276 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3277 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3279 else
3281 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3282 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3286 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3288 priv_ctx->footer_written = TRUE;
3291 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3293 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3294 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3295 const struct wined3d_shader *shader = ins->ctx->shader;
3296 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3298 if(priv->target_version == ARB) return;
3300 if(vshader)
3302 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3303 priv->cur_vs_args, ins->ctx->reg_maps, priv->gl_info, buffer);
3306 shader_addline(buffer, "RET;\n");
3309 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3311 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3312 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3315 static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3317 const char *ptr, *line;
3318 GLint native, pos;
3320 if (TRACE_ON(d3d_shader))
3322 ptr = src;
3323 while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3326 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3327 checkGLcall("glProgramStringARB()");
3329 if (FIXME_ON(d3d_shader))
3331 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3332 if (pos != -1)
3334 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3335 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3336 ptr = src;
3337 while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3338 FIXME_(d3d_shader)("\n");
3340 return FALSE;
3344 if (WARN_ON(d3d_perf))
3346 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3347 checkGLcall("glGetProgramivARB()");
3348 if (!native)
3349 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3352 return TRUE;
3355 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3356 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3358 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3360 if(condcode)
3362 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3363 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3364 /* Calculate the > 0.0031308 case */
3365 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3366 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3367 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3368 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3369 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3370 /* Calculate the < case */
3371 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3373 else
3375 /* Calculate the > 0.0031308 case */
3376 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3377 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3378 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3379 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3380 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3381 /* Calculate the < case */
3382 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3383 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3384 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3385 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3386 /* Store the components > 0.0031308 in the destination */
3387 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3388 /* Add the components that are < 0.0031308 */
3389 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3390 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3391 * result.color writes(.rgb first, then .a), or handle overwriting already written
3392 * components. The assembler uses a temporary register in this case, which is usually
3393 * not allocated from one of our registers that were used earlier.
3396 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3399 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3401 const struct wined3d_shader_lconst *constant;
3403 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3405 if (constant->idx == idx)
3407 return constant->value;
3410 return NULL;
3413 static void init_ps_input(const struct wined3d_shader *shader,
3414 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3416 static const char * const texcoords[8] =
3418 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3419 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3421 unsigned int i;
3422 const struct wined3d_shader_signature_element *input;
3423 const char *semantic_name;
3424 DWORD semantic_idx;
3426 if (args->super.vp_mode == WINED3D_VP_MODE_SHADER)
3428 /* That one is easy. The vertex shaders provide v0-v7 in
3429 * fragment.texcoord and v8 and v9 in fragment.color. */
3430 for (i = 0; i < 8; ++i)
3432 priv->ps_input[i] = texcoords[i];
3434 priv->ps_input[8] = "fragment.color.primary";
3435 priv->ps_input[9] = "fragment.color.secondary";
3436 return;
3439 /* The fragment shader has to collect the varyings on its own. In any case
3440 * properly load color0 and color1. In the case of pre-transformed
3441 * vertices also load texture coordinates. Set other attributes to 0.0.
3443 * For fixed-function this behavior is correct, according to the tests.
3444 * For pre-transformed we'd either need a replacement shader that can load
3445 * other attributes like BINORMAL, or load the texture coordinate
3446 * attribute pointers to match the fragment shader signature. */
3447 for (i = 0; i < shader->input_signature.element_count; ++i)
3449 input = &shader->input_signature.elements[i];
3450 if (!(semantic_name = input->semantic_name))
3451 continue;
3452 semantic_idx = input->semantic_idx;
3454 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3456 if (!semantic_idx)
3457 priv->ps_input[input->register_idx] = "fragment.color.primary";
3458 else if (semantic_idx == 1)
3459 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3460 else
3461 priv->ps_input[input->register_idx] = "0.0";
3463 else if (args->super.vp_mode == WINED3D_VP_MODE_FF)
3465 priv->ps_input[input->register_idx] = "0.0";
3467 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3469 if (semantic_idx < 8)
3470 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3471 else
3472 priv->ps_input[input->register_idx] = "0.0";
3474 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3476 if (!semantic_idx)
3477 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3478 else
3479 priv->ps_input[input->register_idx] = "0.0";
3481 else
3483 priv->ps_input[input->register_idx] = "0.0";
3486 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3487 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3491 static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
3492 const char *fragcolor, const char *tmp)
3494 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3495 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3496 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3499 /* Context activation is done by the caller. */
3500 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3501 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3502 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3504 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3505 GLuint retval;
3506 char fragcolor[16];
3507 DWORD next_local = 0;
3508 struct shader_arb_ctx_priv priv_ctx;
3509 BOOL dcl_td = FALSE;
3510 BOOL want_nv_prog = FALSE;
3511 struct arb_pshader_private *shader_priv = shader->backend_data;
3512 DWORD map;
3513 BOOL custom_linear_fog = FALSE;
3515 char srgbtmp[4][4];
3516 char ftoa_tmp[17];
3517 unsigned int i, found = 0;
3519 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3521 if (!(map & 1)
3522 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3523 || (reg_maps->shader_version.major < 2 && !i))
3524 continue;
3526 sprintf(srgbtmp[found], "R%u", i);
3527 ++found;
3528 if (found == 4) break;
3531 switch(found) {
3532 case 0:
3533 sprintf(srgbtmp[0], "TA");
3534 sprintf(srgbtmp[1], "TB");
3535 sprintf(srgbtmp[2], "TC");
3536 sprintf(srgbtmp[3], "TD");
3537 dcl_td = TRUE;
3538 break;
3539 case 1:
3540 sprintf(srgbtmp[1], "TA");
3541 sprintf(srgbtmp[2], "TB");
3542 sprintf(srgbtmp[3], "TC");
3543 break;
3544 case 2:
3545 sprintf(srgbtmp[2], "TA");
3546 sprintf(srgbtmp[3], "TB");
3547 break;
3548 case 3:
3549 sprintf(srgbtmp[3], "TA");
3550 break;
3551 case 4:
3552 break;
3555 /* Create the hw ARB shader */
3556 memset(&priv_ctx, 0, sizeof(priv_ctx));
3557 priv_ctx.gl_info = gl_info;
3558 priv_ctx.cur_ps_args = args;
3559 priv_ctx.compiled_fprog = compiled;
3560 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3561 init_ps_input(shader, args, &priv_ctx);
3562 list_init(&priv_ctx.control_frames);
3563 priv_ctx.ps_post_process = args->super.srgb_correction;
3565 /* Avoid enabling NV_fragment_program* if we do not need it.
3567 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3568 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3569 * is faster than what we gain from using higher native instructions. There are some things though
3570 * that cannot be emulated. In that case enable the extensions.
3571 * If the extension is enabled, instruction handlers that support both ways will use it.
3573 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3574 * So enable the best we can get.
3576 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3577 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3579 want_nv_prog = TRUE;
3582 shader_addline(buffer, "!!ARBfp1.0\n");
3583 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3585 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3586 priv_ctx.target_version = NV3;
3588 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3590 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3591 priv_ctx.target_version = NV2;
3592 } else {
3593 if(want_nv_prog)
3595 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3596 * limits properly
3598 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3599 ERR("Try GLSL\n");
3601 priv_ctx.target_version = ARB;
3604 if (reg_maps->rt_mask > 1)
3606 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3609 if (reg_maps->shader_version.major < 3)
3611 switch (args->super.fog)
3613 case WINED3D_FFP_PS_FOG_OFF:
3614 break;
3615 case WINED3D_FFP_PS_FOG_LINEAR:
3616 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3618 custom_linear_fog = TRUE;
3619 priv_ctx.ps_post_process = TRUE;
3620 break;
3622 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3623 break;
3624 case WINED3D_FFP_PS_FOG_EXP:
3625 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3626 break;
3627 case WINED3D_FFP_PS_FOG_EXP2:
3628 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3629 break;
3633 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3634 * unused temps away(but occupies them for the whole shader if they're used once). Always
3635 * declaring them avoids tricky bookkeeping work
3637 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3638 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3639 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3640 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3641 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3642 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3643 wined3d_ftoa(eps, ftoa_tmp);
3644 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3646 if (reg_maps->shader_version.major < 2)
3648 strcpy(fragcolor, "R0");
3650 else
3652 if (priv_ctx.ps_post_process)
3654 if (shader->u.ps.color0_mov)
3656 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3658 else
3660 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3661 strcpy(fragcolor, "TMP_COLOR");
3663 } else {
3664 strcpy(fragcolor, "result.color");
3668 if (args->super.srgb_correction)
3670 shader_addline(buffer, "PARAM srgb_consts0 = ");
3671 shader_arb_append_imm_vec4(buffer, &wined3d_srgb_const[0].x);
3672 shader_addline(buffer, ";\n");
3673 shader_addline(buffer, "PARAM srgb_consts1 = ");
3674 shader_arb_append_imm_vec4(buffer, &wined3d_srgb_const[1].x);
3675 shader_addline(buffer, ";\n");
3678 /* Base Declarations */
3679 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3681 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3683 unsigned char bump_const;
3685 if (!(map & 1)) continue;
3687 bump_const = compiled->numbumpenvmatconsts;
3688 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3689 compiled->bumpenvmatconst[bump_const].texunit = i;
3690 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3691 compiled->luminanceconst[bump_const].texunit = i;
3693 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3694 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3695 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3696 * textures due to conditional NP2 restrictions)
3698 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3699 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3700 * their location is shader dependent anyway and they cannot be loaded globally.
3702 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3703 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3704 i, compiled->bumpenvmatconst[bump_const].const_num);
3705 compiled->numbumpenvmatconsts = bump_const + 1;
3707 if (!(reg_maps->luminanceparams & (1u << i)))
3708 continue;
3710 compiled->luminanceconst[bump_const].const_num = next_local++;
3711 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3712 i, compiled->luminanceconst[bump_const].const_num);
3715 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
3717 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3718 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
3720 const DWORD *control_values = find_loop_control_values(shader, i);
3722 if(control_values)
3724 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3725 control_values[0], control_values[1], control_values[2]);
3727 else
3729 compiled->int_consts[i] = next_local;
3730 compiled->num_int_consts++;
3731 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3736 if(reg_maps->vpos || reg_maps->usesdsy)
3738 compiled->ycorrection = next_local;
3739 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3741 if(reg_maps->vpos)
3743 shader_addline(buffer, "TEMP vpos;\n");
3744 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3745 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3746 * ycorrection.z: 1.0
3747 * ycorrection.w: 0.0
3749 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3750 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3753 else
3755 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3758 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3759 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3760 * at most 8 (WINED3D_MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3761 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3762 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3763 * shader compilation errors and the subsequent errors when drawing with this shader. */
3764 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3765 unsigned char cur_fixup_sampler = 0;
3767 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3768 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3769 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3771 fixup->offset = next_local;
3772 fixup->super.active = 0;
3774 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3776 if (!(map & (1u << i)))
3777 continue;
3779 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts)
3781 fixup->super.active |= (1u << i);
3782 fixup->super.idx[i] = cur_fixup_sampler++;
3784 else
3786 FIXME("No free constant found to load NP2 fixup data into shader. "
3787 "Sampling from this texture will probably look wrong.\n");
3788 break;
3792 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3793 if (fixup->super.num_consts) {
3794 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3795 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3799 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3801 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3804 /* Base Shader Body */
3805 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
3806 return 0;
3808 if(args->super.srgb_correction) {
3809 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3810 priv_ctx.target_version >= NV2);
3813 if (custom_linear_fog)
3814 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3816 if(strcmp(fragcolor, "result.color")) {
3817 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3819 shader_addline(buffer, "END\n");
3821 /* TODO: change to resource.glObjectHandle or something like that */
3822 GL_EXTCALL(glGenProgramsARB(1, &retval));
3824 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3825 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3827 TRACE("Created hw pixel shader, prg=%d\n", retval);
3828 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3829 return 0;
3831 return retval;
3834 static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3836 unsigned int i;
3837 int ret;
3839 if (sig1->element_count != sig2->element_count)
3840 return sig1->element_count < sig2->element_count ? -1 : 1;
3842 for (i = 0; i < sig1->element_count; ++i)
3844 const struct wined3d_shader_signature_element *e1, *e2;
3846 e1 = &sig1->elements[i];
3847 e2 = &sig2->elements[i];
3849 if (!e1->semantic_name || !e2->semantic_name)
3851 /* Compare pointers, not contents. One string is NULL (element
3852 * does not exist), the other one is not NULL. */
3853 if (e1->semantic_name != e2->semantic_name)
3854 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3855 continue;
3858 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3859 return ret;
3860 if (e1->semantic_idx != e2->semantic_idx)
3861 return e1->semantic_idx < e2->semantic_idx ? -1 : 1;
3862 if (e1->sysval_semantic != e2->sysval_semantic)
3863 return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1;
3864 if (e1->component_type != e2->component_type)
3865 return e1->component_type < e2->component_type ? -1 : 1;
3866 if (e1->register_idx != e2->register_idx)
3867 return e1->register_idx < e2->register_idx ? -1 : 1;
3868 if (e1->mask != e2->mask)
3869 return e1->mask < e2->mask ? -1 : 1;
3871 return 0;
3874 static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
3876 unsigned int i;
3877 char *name;
3879 new->element_count = sig->element_count;
3880 new->elements = heap_calloc(new->element_count, sizeof(*new->elements));
3881 for (i = 0; i < sig->element_count; ++i)
3883 new->elements[i] = sig->elements[i];
3885 if (!new->elements[i].semantic_name)
3886 continue;
3888 /* Clone the semantic string */
3889 name = heap_alloc(strlen(sig->elements[i].semantic_name) + 1);
3890 strcpy(name, sig->elements[i].semantic_name);
3891 new->elements[i].semantic_name = name;
3895 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
3897 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3898 struct ps_signature *found_sig;
3900 if (entry)
3902 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3903 TRACE("Found existing signature %u\n", found_sig->idx);
3904 return found_sig->idx;
3906 found_sig = heap_alloc_zero(sizeof(*found_sig));
3907 clone_sig(&found_sig->sig, sig);
3908 found_sig->idx = priv->ps_sig_number++;
3909 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3910 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3912 ERR("Failed to insert program entry.\n");
3914 return found_sig->idx;
3917 static void init_output_registers(const struct wined3d_shader *shader,
3918 const struct wined3d_shader_signature *ps_input_sig,
3919 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3921 unsigned int i, j;
3922 static const char * const texcoords[8] =
3924 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3925 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3927 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3928 * and varying 9 to result.color.secondary
3930 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3932 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3933 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3934 "result.color.primary", "result.color.secondary"
3937 if (!ps_input_sig)
3939 TRACE("Pixel shader uses builtin varyings\n");
3940 /* Map builtins to builtins */
3941 for(i = 0; i < 8; i++)
3943 priv_ctx->texcrd_output[i] = texcoords[i];
3945 priv_ctx->color_output[0] = "result.color.primary";
3946 priv_ctx->color_output[1] = "result.color.secondary";
3947 priv_ctx->fog_output = "TMP_FOGCOORD";
3949 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3950 for (i = 0; i < shader->output_signature.element_count; ++i)
3952 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
3954 if (!output->semantic_name)
3955 continue;
3957 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
3959 TRACE("o%u is TMP_OUT\n", output->register_idx);
3960 if (!output->semantic_idx)
3961 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
3962 else
3963 priv_ctx->vs_output[output->register_idx] = "TA";
3965 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
3967 TRACE("o%u is result.pointsize\n", output->register_idx);
3968 if (!output->semantic_idx)
3969 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
3970 else
3971 priv_ctx->vs_output[output->register_idx] = "TA";
3973 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
3975 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
3976 if (!output->semantic_idx)
3977 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
3978 else if (output->semantic_idx == 1)
3979 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
3980 else priv_ctx->vs_output[output->register_idx] = "TA";
3982 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3984 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
3985 if (output->semantic_idx >= 8)
3986 priv_ctx->vs_output[output->register_idx] = "TA";
3987 else
3988 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
3990 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
3992 TRACE("o%u is result.fogcoord\n", output->register_idx);
3993 if (output->semantic_idx > 0)
3994 priv_ctx->vs_output[output->register_idx] = "TA";
3995 else
3996 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
3998 else
4000 priv_ctx->vs_output[output->register_idx] = "TA";
4003 return;
4006 TRACE("Pixel shader uses declared varyings\n");
4008 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4009 for(i = 0; i < 8; i++)
4011 priv_ctx->texcrd_output[i] = "TA";
4013 priv_ctx->color_output[0] = "TA";
4014 priv_ctx->color_output[1] = "TA";
4015 priv_ctx->fog_output = "TA";
4017 for (i = 0; i < ps_input_sig->element_count; ++i)
4019 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4021 if (!input->semantic_name)
4022 continue;
4024 /* If a declared input register is not written by builtin arguments, don't write to it.
4025 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4027 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4028 * to TMP_OUT in any case
4030 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4032 if (input->semantic_idx < 8)
4033 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4035 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4037 if (input->semantic_idx < 2)
4038 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4040 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4042 if (!input->semantic_idx)
4043 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4045 else
4047 continue;
4050 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4051 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4053 compiled->need_color_unclamp = TRUE;
4057 /* Map declared to declared */
4058 for (i = 0; i < shader->output_signature.element_count; ++i)
4060 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4062 /* Write unread output to TA to throw them away */
4063 priv_ctx->vs_output[output->register_idx] = "TA";
4065 if (!output->semantic_name)
4066 continue;
4068 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
4070 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4071 continue;
4073 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
4075 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4076 continue;
4079 for (j = 0; j < ps_input_sig->element_count; ++j)
4081 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4083 if (!input->semantic_name)
4084 continue;
4086 if (!strcmp(input->semantic_name, output->semantic_name)
4087 && input->semantic_idx == output->semantic_idx)
4089 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4091 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4092 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4094 compiled->need_color_unclamp = TRUE;
4101 /* Context activation is done by the caller. */
4102 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4103 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4104 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4105 const struct wined3d_shader_signature *ps_input_sig)
4107 const struct arb_vshader_private *shader_data = shader->backend_data;
4108 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4109 struct shader_arb_priv *priv = shader->device->shader_priv;
4110 GLuint ret;
4111 DWORD next_local = 0;
4112 struct shader_arb_ctx_priv priv_ctx;
4113 unsigned int i;
4115 memset(&priv_ctx, 0, sizeof(priv_ctx));
4116 priv_ctx.gl_info = gl_info;
4117 priv_ctx.cur_vs_args = args;
4118 list_init(&priv_ctx.control_frames);
4119 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4121 /* Create the hw ARB shader */
4122 shader_addline(buffer, "!!ARBvp1.0\n");
4124 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4125 * mesurable performance penalty, and we can always make use of it for clipplanes.
4127 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4129 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4130 priv_ctx.target_version = NV3;
4131 shader_addline(buffer, "ADDRESS aL;\n");
4133 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4135 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4136 priv_ctx.target_version = NV2;
4137 shader_addline(buffer, "ADDRESS aL;\n");
4138 } else {
4139 priv_ctx.target_version = ARB;
4142 shader_addline(buffer, "TEMP TMP_OUT;\n");
4143 if (reg_maps->fog)
4144 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4145 if (need_helper_const(shader_data, reg_maps, gl_info))
4147 char ftoa_tmp[17];
4148 wined3d_ftoa(eps, ftoa_tmp);
4149 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4151 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4153 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4154 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4157 shader_addline(buffer, "TEMP TA;\n");
4158 shader_addline(buffer, "TEMP TB;\n");
4160 /* Base Declarations */
4161 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4162 &priv_ctx.vs_clipplanes, &priv_ctx);
4164 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4166 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4167 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
4169 const DWORD *control_values = find_loop_control_values(shader, i);
4171 if(control_values)
4173 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4174 control_values[0], control_values[1], control_values[2]);
4176 else
4178 compiled->int_consts[i] = next_local;
4179 compiled->num_int_consts++;
4180 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4185 /* We need a constant to fixup the final position */
4186 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4187 compiled->pos_fixup = next_local++;
4189 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4190 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4191 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4192 * a replacement shader depend on the texcoord.w being set properly.
4194 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4195 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4196 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4197 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4198 * this can eat a number of instructions, so skip it unless this cap is set as well
4200 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4202 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4203 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4205 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4207 int i;
4208 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4209 for(i = 0; i < MAX_REG_TEXCRD; i++)
4211 if (reg_maps->u.texcoord_mask[i] && reg_maps->u.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4212 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4217 /* The shader starts with the main function */
4218 priv_ctx.in_main_func = TRUE;
4219 /* Base Shader Body */
4220 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
4221 return -1;
4223 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4224 shader_data, args, reg_maps, gl_info, buffer);
4226 shader_addline(buffer, "END\n");
4228 /* TODO: change to resource.glObjectHandle or something like that */
4229 GL_EXTCALL(glGenProgramsARB(1, &ret));
4231 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4232 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4234 TRACE("Created hw vertex shader, prg=%d\n", ret);
4235 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4236 return -1;
4238 return ret;
4241 /* Context activation is done by the caller. */
4242 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_context_gl *context_gl,
4243 struct wined3d_shader *shader, const struct arb_ps_compile_args *args)
4245 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4246 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4247 struct wined3d_device *device = shader->device;
4248 UINT i;
4249 DWORD new_size;
4250 struct arb_ps_compiled_shader *new_array;
4251 struct wined3d_string_buffer buffer;
4252 struct arb_pshader_private *shader_data;
4253 GLuint ret;
4255 if (!shader->backend_data)
4257 struct shader_arb_priv *priv = device->shader_priv;
4259 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4260 shader_data = shader->backend_data;
4261 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4263 if (shader->reg_maps.shader_version.major < 3)
4264 shader_data->input_signature_idx = ~0U;
4265 else
4266 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4268 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4270 if (!d3d_info->vs_clipping)
4271 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4272 d3d_info->limits.ffp_blend_stages - 1);
4273 else
4274 shader_data->clipplane_emulation = ~0U;
4276 shader_data = shader->backend_data;
4278 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4279 * so a linear search is more performant than a hashmap or a binary search
4280 * (cache coherency etc)
4282 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4284 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4285 return &shader_data->gl_shaders[i];
4288 TRACE("No matching GL shader found, compiling a new shader\n");
4289 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4290 if (shader_data->num_gl_shaders)
4292 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4293 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4294 new_size * sizeof(*shader_data->gl_shaders));
4296 else
4298 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4299 new_size = 1;
4302 if(!new_array) {
4303 ERR("Out of memory\n");
4304 return 0;
4306 shader_data->gl_shaders = new_array;
4307 shader_data->shader_array_size = new_size;
4310 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4312 if (!string_buffer_init(&buffer))
4314 ERR("Failed to initialize shader buffer.\n");
4315 return 0;
4318 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4319 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4320 string_buffer_free(&buffer);
4321 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4323 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4326 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4327 const DWORD use_map, BOOL skip_int) {
4328 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4329 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4330 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4331 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4332 if(stored->ps_signature != new->ps_signature) return FALSE;
4333 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4334 if(skip_int) return TRUE;
4336 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4339 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4340 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4341 const struct wined3d_shader_signature *ps_input_sig)
4343 UINT i;
4344 DWORD new_size;
4345 struct arb_vs_compiled_shader *new_array;
4346 struct wined3d_string_buffer buffer;
4347 struct arb_vshader_private *shader_data;
4348 GLuint ret;
4350 if (!shader->backend_data)
4352 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4354 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4355 shader_data = shader->backend_data;
4357 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4358 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4360 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4362 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4363 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4364 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4366 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4367 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4368 else if (reg_maps->max_rel_offset > 63)
4369 shader_data->rel_offset = reg_maps->min_rel_offset;
4372 shader_data = shader->backend_data;
4374 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4375 * so a linear search is more performant than a hashmap or a binary search
4376 * (cache coherency etc)
4378 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4379 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4380 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4382 return &shader_data->gl_shaders[i];
4386 TRACE("No matching GL shader found, compiling a new shader\n");
4388 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4389 if (shader_data->num_gl_shaders)
4391 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4392 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4393 new_size * sizeof(*shader_data->gl_shaders));
4395 else
4397 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4398 new_size = 1;
4401 if(!new_array) {
4402 ERR("Out of memory\n");
4403 return 0;
4405 shader_data->gl_shaders = new_array;
4406 shader_data->shader_array_size = new_size;
4409 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4411 if (!string_buffer_init(&buffer))
4413 ERR("Failed to initialize shader buffer.\n");
4414 return 0;
4417 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4418 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4419 ps_input_sig);
4420 string_buffer_free(&buffer);
4421 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4423 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4426 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4427 const struct wined3d_context_gl *context_gl, const struct wined3d_shader *shader,
4428 struct arb_ps_compile_args *args)
4430 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4431 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4432 int i;
4433 WORD int_skip;
4435 find_ps_compile_args(state, shader, context_gl->c.stream_info.position_transformed, &args->super, &context_gl->c);
4437 /* This forces all local boolean constants to 1 to make them stateblock independent */
4438 args->bools = shader->reg_maps.local_bool_consts;
4440 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4442 if (state->ps_consts_b[i])
4443 args->bools |= ( 1u << i);
4446 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4447 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4448 * duplicate the shader than have a no-op KIL instruction in every shader
4450 if (!d3d_info->vs_clipping && use_vs(state)
4451 && state->render_states[WINED3D_RS_CLIPPING]
4452 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4453 args->clip = 1;
4454 else
4455 args->clip = 0;
4457 /* Skip if unused or local, or supported natively */
4458 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4459 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4461 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4462 return;
4465 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4467 if (int_skip & (1u << i))
4469 args->loop_ctrl[i][0] = 0;
4470 args->loop_ctrl[i][1] = 0;
4471 args->loop_ctrl[i][2] = 0;
4473 else
4475 args->loop_ctrl[i][0] = state->ps_consts_i[i].x;
4476 args->loop_ctrl[i][1] = state->ps_consts_i[i].y;
4477 args->loop_ctrl[i][2] = state->ps_consts_i[i].z;
4482 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4483 const struct wined3d_context_gl *context_gl, const struct wined3d_shader *shader,
4484 struct arb_vs_compile_args *args)
4486 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4487 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4488 const struct wined3d_device *device = shader->device;
4489 const struct wined3d_adapter *adapter = device->adapter;
4490 int i;
4491 WORD int_skip;
4493 find_vs_compile_args(state, shader, context_gl->c.stream_info.swizzle_map, &args->super, &context_gl->c);
4495 args->clip.boolclip_compare = 0;
4496 if (use_ps(state))
4498 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4499 const struct arb_pshader_private *shader_priv = ps->backend_data;
4500 args->ps_signature = shader_priv->input_signature_idx;
4502 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4504 else
4506 args->ps_signature = ~0;
4507 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4508 args->clip.boolclip.clip_texcoord = ffp_clip_emul(&context_gl->c) ? d3d_info->limits.ffp_blend_stages : 0;
4509 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4512 if (args->clip.boolclip.clip_texcoord)
4514 if (state->render_states[WINED3D_RS_CLIPPING])
4515 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4516 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4519 /* This forces all local boolean constants to 1 to make them stateblock independent */
4520 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4521 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4522 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4524 if (state->vs_consts_b[i])
4525 args->clip.boolclip.bools |= (1u << i);
4528 args->vertex.samplers[0] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 0];
4529 args->vertex.samplers[1] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 1];
4530 args->vertex.samplers[2] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 2];
4531 args->vertex.samplers[3] = 0;
4533 /* Skip if unused or local */
4534 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4535 /* This is about flow control, not clipping. */
4536 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4538 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4539 return;
4542 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4544 if (int_skip & (1u << i))
4546 args->loop_ctrl[i][0] = 0;
4547 args->loop_ctrl[i][1] = 0;
4548 args->loop_ctrl[i][2] = 0;
4550 else
4552 args->loop_ctrl[i][0] = state->vs_consts_i[i].x;
4553 args->loop_ctrl[i][1] = state->vs_consts_i[i].y;
4554 args->loop_ctrl[i][2] = state->vs_consts_i[i].z;
4559 /* Context activation is done by the caller. */
4560 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4561 const struct wined3d_state *state)
4563 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4564 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4565 struct shader_arb_priv *priv = shader_priv;
4566 int i;
4568 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4569 if (use_ps(state))
4571 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4572 struct arb_ps_compile_args compile_args;
4573 struct arb_ps_compiled_shader *compiled;
4575 TRACE("Using pixel shader %p.\n", ps);
4576 find_arb_ps_compile_args(state, context_gl, ps, &compile_args);
4577 compiled = find_arb_pshader(context_gl, ps, &compile_args);
4578 priv->current_fprogram_id = compiled->prgId;
4579 priv->compiled_fprog = compiled;
4581 /* Bind the fragment program */
4582 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4583 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4585 if (!priv->use_arbfp_fixed_func)
4586 priv->fragment_pipe->fp_enable(context, FALSE);
4588 /* Enable OpenGL fragment programs. */
4589 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4590 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4592 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4594 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4595 * a 1.x and newer shader, reload the first 8 constants
4597 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4599 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4600 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4601 for(i = 0; i < 8; i++)
4603 priv->pshader_const_dirty[i] = 1;
4605 /* Also takes care of loading local constants */
4606 shader_arb_load_constants_internal(shader_priv, context_gl, state, TRUE, FALSE, TRUE);
4608 else
4610 UINT rt_height = state->fb.render_targets[0]->height;
4611 shader_arb_ps_local_constants(compiled, context_gl, state, rt_height);
4614 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4615 if (compiled->np2fixup_info.super.active)
4616 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4618 if (ps->load_local_constsF)
4619 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4621 else
4623 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4625 /* Disable only if we're not using arbfp fixed function fragment
4626 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4627 * enabled, and the fixed function pipeline will bind the fixed
4628 * function replacement shader. */
4629 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4630 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4631 priv->current_fprogram_id = 0;
4633 priv->fragment_pipe->fp_enable(context, TRUE);
4636 if (use_vs(state))
4638 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4639 struct arb_vs_compile_args compile_args;
4640 struct arb_vs_compiled_shader *compiled;
4641 const struct wined3d_shader_signature *ps_input_sig;
4643 TRACE("Using vertex shader %p\n", vs);
4644 find_arb_vs_compile_args(state, context_gl, vs, &compile_args);
4646 /* Instead of searching for the signature in the signature list, read the one from the
4647 * current pixel shader. It's maybe not the shader where the signature came from, but it
4648 * is the same signature and faster to find. */
4649 if (compile_args.ps_signature == ~0U)
4650 ps_input_sig = NULL;
4651 else
4652 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4654 compiled = find_arb_vshader(vs, gl_info, context->stream_info.use_map,
4655 &compile_args, ps_input_sig);
4656 priv->current_vprogram_id = compiled->prgId;
4657 priv->compiled_vprog = compiled;
4659 /* Bind the vertex program */
4660 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4661 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4663 priv->vertex_pipe->vp_enable(context, FALSE);
4665 /* Enable OpenGL vertex programs */
4666 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4667 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4668 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4669 shader_arb_vs_local_constants(compiled, context_gl, state);
4671 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4672 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4674 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4676 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4677 checkGLcall("glClampColorARB");
4678 } else {
4679 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4683 if (vs->load_local_constsF)
4684 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4686 else
4688 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4690 priv->current_vprogram_id = 0;
4691 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4692 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4694 priv->vertex_pipe->vp_enable(context, TRUE);
4698 static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context,
4699 const struct wined3d_state *state)
4701 ERR("Compute pipeline not supported by the ARB shader backend.\n");
4704 /* Context activation is done by the caller. */
4705 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4707 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4708 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4709 struct shader_arb_priv *priv = shader_priv;
4711 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4713 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4714 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4715 priv->current_fprogram_id = 0;
4717 priv->fragment_pipe->fp_enable(context, FALSE);
4719 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4721 priv->current_vprogram_id = 0;
4722 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4723 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4725 priv->vertex_pipe->vp_enable(context, FALSE);
4727 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4729 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4730 checkGLcall("glClampColorARB");
4731 priv->last_vs_color_unclamp = FALSE;
4734 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
4735 | (1u << WINED3D_SHADER_TYPE_VERTEX)
4736 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
4737 | (1u << WINED3D_SHADER_TYPE_HULL)
4738 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
4739 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
4742 static void shader_arb_destroy(struct wined3d_shader *shader)
4744 struct wined3d_device *device = shader->device;
4745 const struct wined3d_gl_info *gl_info;
4746 struct wined3d_context *context;
4747 unsigned int i;
4749 /* This can happen if a shader was never compiled */
4750 if (!shader->backend_data)
4751 return;
4753 context = context_acquire(device, NULL, 0);
4754 gl_info = wined3d_context_gl(context)->gl_info;
4756 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4758 struct arb_pshader_private *shader_data = shader->backend_data;
4760 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4761 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4763 heap_free(shader_data->gl_shaders);
4765 else
4767 struct arb_vshader_private *shader_data = shader->backend_data;
4769 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4770 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4772 heap_free(shader_data->gl_shaders);
4775 checkGLcall("delete programs");
4777 context_release(context);
4779 heap_free(shader->backend_data);
4780 shader->backend_data = NULL;
4783 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4785 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4786 return compare_sig(key, &e->sig);
4789 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4790 const struct wined3d_fragment_pipe_ops *fragment_pipe)
4792 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4793 struct fragment_caps fragment_caps;
4794 void *vertex_priv, *fragment_priv;
4795 struct shader_arb_priv *priv;
4797 if (!(priv = heap_alloc_zero(sizeof(*priv))))
4798 return E_OUTOFMEMORY;
4800 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4802 ERR("Failed to initialize vertex pipe.\n");
4803 heap_free(priv);
4804 return E_FAIL;
4807 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4809 ERR("Failed to initialize fragment pipe.\n");
4810 vertex_pipe->vp_free(device, NULL);
4811 heap_free(priv);
4812 return E_FAIL;
4815 memset(priv->vshader_const_dirty, 1,
4816 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4817 memset(priv->pshader_const_dirty, 1,
4818 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4820 wine_rb_init(&priv->signature_tree, sig_tree_compare);
4822 priv->vertex_pipe = vertex_pipe;
4823 priv->fragment_pipe = fragment_pipe;
4824 fragment_pipe->get_caps(device->adapter, &fragment_caps);
4825 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4827 device->vertex_priv = vertex_priv;
4828 device->fragment_priv = fragment_priv;
4829 device->shader_priv = priv;
4831 return WINED3D_OK;
4834 static void release_signature(struct wine_rb_entry *entry, void *context)
4836 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4837 unsigned int i;
4839 for (i = 0; i < sig->sig.element_count; ++i)
4841 heap_free((char *)sig->sig.elements[i].semantic_name);
4843 heap_free(sig->sig.elements);
4844 heap_free(sig);
4847 /* Context activation is done by the caller. */
4848 static void shader_arb_free(struct wined3d_device *device, struct wined3d_context *context)
4850 struct shader_arb_priv *priv = device->shader_priv;
4852 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4853 priv->fragment_pipe->free_private(device, context);
4854 priv->vertex_pipe->vp_free(device, context);
4855 heap_free(device->shader_priv);
4858 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
4860 return TRUE;
4863 static void shader_arb_free_context_data(struct wined3d_context *context)
4865 struct shader_arb_priv *priv;
4867 priv = context->device->shader_priv;
4868 if (priv->last_context == context)
4869 priv->last_context = NULL;
4872 static void shader_arb_init_context_state(struct wined3d_context *context) {}
4874 static void shader_arb_get_caps(const struct wined3d_adapter *adapter, struct shader_caps *caps)
4876 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4878 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4880 DWORD vs_consts;
4881 UINT vs_version;
4883 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4884 * for vertex programs. If the native limit is less than that it's
4885 * not very useful, and e.g. Mesa swrast returns 0, probably to
4886 * indicate it's a software implementation. */
4887 if (gl_info->limits.arb_vs_native_constants < 96)
4888 vs_consts = gl_info->limits.arb_vs_float_constants;
4889 else
4890 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4892 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4894 vs_version = 3;
4895 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4897 else if (vs_consts >= 256)
4899 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4900 vs_version = 2;
4901 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4903 else
4905 vs_version = 1;
4906 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4908 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
4909 caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, vs_consts);
4911 else
4913 caps->vs_version = 0;
4914 caps->vs_uniform_count = 0;
4917 caps->hs_version = 0;
4918 caps->ds_version = 0;
4919 caps->gs_version = 0;
4920 caps->cs_version = 0;
4922 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4924 DWORD ps_consts;
4925 UINT ps_version;
4927 /* Similar as above for vertex programs, but the minimum for fragment
4928 * programs is 24. */
4929 if (gl_info->limits.arb_ps_native_constants < 24)
4930 ps_consts = gl_info->limits.arb_ps_float_constants;
4931 else
4932 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4934 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4936 ps_version = 3;
4937 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4939 else if (ps_consts >= 32)
4941 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4942 ps_version = 2;
4943 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4945 else
4947 ps_version = 1;
4948 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4950 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
4951 caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, ps_consts);
4952 caps->ps_1x_max_value = 8.0f;
4954 else
4956 caps->ps_version = 0;
4957 caps->ps_uniform_count = 0;
4958 caps->ps_1x_max_value = 0.0f;
4961 caps->varying_count = 0;
4962 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
4963 if (use_nv_clip(gl_info))
4964 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
4967 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4969 /* We support everything except complex conversions. */
4970 return !is_complex_fixup(fixup);
4973 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4974 DWORD shift;
4975 char write_mask[20], regstr[50];
4976 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4977 BOOL is_color = FALSE;
4978 const struct wined3d_shader_dst_param *dst;
4980 if (!ins->dst_count) return;
4982 dst = &ins->dst[0];
4983 shift = dst->shift;
4984 if (!shift) return; /* Saturate alone is handled by the instructions */
4986 shader_arb_get_write_mask(ins, dst, write_mask);
4987 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4989 /* Generate a line that does the output modifier computation
4990 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4991 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4993 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4994 regstr, write_mask, regstr, shift_tab[shift]);
4997 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4999 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5000 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5001 /* WINED3DSIH_AND */ NULL,
5002 /* WINED3DSIH_ATOMIC_AND */ NULL,
5003 /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL,
5004 /* WINED3DSIH_ATOMIC_IADD */ NULL,
5005 /* WINED3DSIH_ATOMIC_IMAX */ NULL,
5006 /* WINED3DSIH_ATOMIC_IMIN */ NULL,
5007 /* WINED3DSIH_ATOMIC_OR */ NULL,
5008 /* WINED3DSIH_ATOMIC_UMAX */ NULL,
5009 /* WINED3DSIH_ATOMIC_UMIN */ NULL,
5010 /* WINED3DSIH_ATOMIC_XOR */ NULL,
5011 /* WINED3DSIH_BEM */ pshader_hw_bem,
5012 /* WINED3DSIH_BFI */ NULL,
5013 /* WINED3DSIH_BFREV */ NULL,
5014 /* WINED3DSIH_BREAK */ shader_hw_break,
5015 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5016 /* WINED3DSIH_BREAKP */ NULL,
5017 /* WINED3DSIH_BUFINFO */ NULL,
5018 /* WINED3DSIH_CALL */ shader_hw_call,
5019 /* WINED3DSIH_CALLNZ */ NULL,
5020 /* WINED3DSIH_CASE */ NULL,
5021 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5022 /* WINED3DSIH_CND */ pshader_hw_cnd,
5023 /* WINED3DSIH_CONTINUE */ NULL,
5024 /* WINED3DSIH_CONTINUEP */ NULL,
5025 /* WINED3DSIH_COUNTBITS */ NULL,
5026 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5027 /* WINED3DSIH_CUT */ NULL,
5028 /* WINED3DSIH_CUT_STREAM */ NULL,
5029 /* WINED3DSIH_DCL */ shader_hw_nop,
5030 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5031 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL,
5032 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
5033 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL,
5034 /* WINED3DSIH_DCL_GS_INSTANCES */ NULL,
5035 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
5036 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL,
5037 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
5038 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
5039 /* WINED3DSIH_DCL_INDEX_RANGE */ NULL,
5040 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ NULL,
5041 /* WINED3DSIH_DCL_INPUT */ NULL,
5042 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
5043 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5044 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
5045 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
5046 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
5047 /* WINED3DSIH_DCL_INPUT_SGV */ NULL,
5048 /* WINED3DSIH_DCL_INPUT_SIV */ NULL,
5049 /* WINED3DSIH_DCL_INTERFACE */ NULL,
5050 /* WINED3DSIH_DCL_OUTPUT */ NULL,
5051 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
5052 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
5053 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5054 /* WINED3DSIH_DCL_RESOURCE_RAW */ NULL,
5055 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
5056 /* WINED3DSIH_DCL_SAMPLER */ NULL,
5057 /* WINED3DSIH_DCL_STREAM */ NULL,
5058 /* WINED3DSIH_DCL_TEMPS */ NULL,
5059 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
5060 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
5061 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
5062 /* WINED3DSIH_DCL_TGSM_RAW */ NULL,
5063 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
5064 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
5065 /* WINED3DSIH_DCL_UAV_RAW */ NULL,
5066 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL,
5067 /* WINED3DSIH_DCL_UAV_TYPED */ NULL,
5068 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5069 /* WINED3DSIH_DEF */ shader_hw_nop,
5070 /* WINED3DSIH_DEFAULT */ NULL,
5071 /* WINED3DSIH_DEFB */ shader_hw_nop,
5072 /* WINED3DSIH_DEFI */ shader_hw_nop,
5073 /* WINED3DSIH_DIV */ NULL,
5074 /* WINED3DSIH_DP2 */ NULL,
5075 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5076 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5077 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5078 /* WINED3DSIH_DST */ shader_hw_map2gl,
5079 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5080 /* WINED3DSIH_DSX_COARSE */ NULL,
5081 /* WINED3DSIH_DSX_FINE */ NULL,
5082 /* WINED3DSIH_DSY */ shader_hw_dsy,
5083 /* WINED3DSIH_DSY_COARSE */ NULL,
5084 /* WINED3DSIH_DSY_FINE */ NULL,
5085 /* WINED3DSIH_ELSE */ shader_hw_else,
5086 /* WINED3DSIH_EMIT */ NULL,
5087 /* WINED3DSIH_EMIT_STREAM */ NULL,
5088 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5089 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5090 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5091 /* WINED3DSIH_ENDSWITCH */ NULL,
5092 /* WINED3DSIH_EQ */ NULL,
5093 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL,
5094 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5095 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5096 /* WINED3DSIH_F16TOF32 */ NULL,
5097 /* WINED3DSIH_F32TOF16 */ NULL,
5098 /* WINED3DSIH_FCALL */ NULL,
5099 /* WINED3DSIH_FIRSTBIT_HI */ NULL,
5100 /* WINED3DSIH_FIRSTBIT_LO */ NULL,
5101 /* WINED3DSIH_FIRSTBIT_SHI */ NULL,
5102 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5103 /* WINED3DSIH_FTOI */ NULL,
5104 /* WINED3DSIH_FTOU */ NULL,
5105 /* WINED3DSIH_GATHER4 */ NULL,
5106 /* WINED3DSIH_GATHER4_C */ NULL,
5107 /* WINED3DSIH_GATHER4_PO */ NULL,
5108 /* WINED3DSIH_GATHER4_PO_C */ NULL,
5109 /* WINED3DSIH_GE */ NULL,
5110 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
5111 /* WINED3DSIH_HS_DECLS */ NULL,
5112 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
5113 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
5114 /* WINED3DSIH_IADD */ NULL,
5115 /* WINED3DSIH_IBFE */ NULL,
5116 /* WINED3DSIH_IEQ */ NULL,
5117 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5118 /* WINED3DSIH_IFC */ shader_hw_ifc,
5119 /* WINED3DSIH_IGE */ NULL,
5120 /* WINED3DSIH_ILT */ NULL,
5121 /* WINED3DSIH_IMAD */ NULL,
5122 /* WINED3DSIH_IMAX */ NULL,
5123 /* WINED3DSIH_IMIN */ NULL,
5124 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL,
5125 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL,
5126 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL,
5127 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL,
5128 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL,
5129 /* WINED3DSIH_IMM_ATOMIC_IADD */ NULL,
5130 /* WINED3DSIH_IMM_ATOMIC_IMAX */ NULL,
5131 /* WINED3DSIH_IMM_ATOMIC_IMIN */ NULL,
5132 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL,
5133 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL,
5134 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL,
5135 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL,
5136 /* WINED3DSIH_IMUL */ NULL,
5137 /* WINED3DSIH_INE */ NULL,
5138 /* WINED3DSIH_INEG */ NULL,
5139 /* WINED3DSIH_ISHL */ NULL,
5140 /* WINED3DSIH_ISHR */ NULL,
5141 /* WINED3DSIH_ITOF */ NULL,
5142 /* WINED3DSIH_LABEL */ shader_hw_label,
5143 /* WINED3DSIH_LD */ NULL,
5144 /* WINED3DSIH_LD2DMS */ NULL,
5145 /* WINED3DSIH_LD_RAW */ NULL,
5146 /* WINED3DSIH_LD_STRUCTURED */ NULL,
5147 /* WINED3DSIH_LD_UAV_TYPED */ NULL,
5148 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5149 /* WINED3DSIH_LOD */ NULL,
5150 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5151 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5152 /* WINED3DSIH_LOOP */ shader_hw_loop,
5153 /* WINED3DSIH_LRP */ shader_hw_lrp,
5154 /* WINED3DSIH_LT */ NULL,
5155 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5156 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5157 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5158 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5159 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5160 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5161 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5162 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5163 /* WINED3DSIH_MOV */ shader_hw_mov,
5164 /* WINED3DSIH_MOVA */ shader_hw_mov,
5165 /* WINED3DSIH_MOVC */ NULL,
5166 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5167 /* WINED3DSIH_NE */ NULL,
5168 /* WINED3DSIH_NOP */ shader_hw_nop,
5169 /* WINED3DSIH_NOT */ NULL,
5170 /* WINED3DSIH_NRM */ shader_hw_nrm,
5171 /* WINED3DSIH_OR */ NULL,
5172 /* WINED3DSIH_PHASE */ shader_hw_nop,
5173 /* WINED3DSIH_POW */ shader_hw_pow,
5174 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5175 /* WINED3DSIH_REP */ shader_hw_rep,
5176 /* WINED3DSIH_RESINFO */ NULL,
5177 /* WINED3DSIH_RET */ shader_hw_ret,
5178 /* WINED3DSIH_RETP */ NULL,
5179 /* WINED3DSIH_ROUND_NE */ NULL,
5180 /* WINED3DSIH_ROUND_NI */ NULL,
5181 /* WINED3DSIH_ROUND_PI */ NULL,
5182 /* WINED3DSIH_ROUND_Z */ NULL,
5183 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5184 /* WINED3DSIH_SAMPLE */ NULL,
5185 /* WINED3DSIH_SAMPLE_B */ NULL,
5186 /* WINED3DSIH_SAMPLE_C */ NULL,
5187 /* WINED3DSIH_SAMPLE_C_LZ */ NULL,
5188 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5189 /* WINED3DSIH_SAMPLE_INFO */ NULL,
5190 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5191 /* WINED3DSIH_SAMPLE_POS */ NULL,
5192 /* WINED3DSIH_SETP */ NULL,
5193 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5194 /* WINED3DSIH_SGN */ shader_hw_sgn,
5195 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5196 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5197 /* WINED3DSIH_SQRT */ NULL,
5198 /* WINED3DSIH_STORE_RAW */ NULL,
5199 /* WINED3DSIH_STORE_STRUCTURED */ NULL,
5200 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
5201 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5202 /* WINED3DSIH_SWAPC */ NULL,
5203 /* WINED3DSIH_SWITCH */ NULL,
5204 /* WINED3DSIH_SYNC */ NULL,
5205 /* WINED3DSIH_TEX */ pshader_hw_tex,
5206 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5207 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5208 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5209 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5210 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5211 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5212 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5213 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5214 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5215 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5216 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5217 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5218 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5219 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5220 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5221 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5222 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5223 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5224 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5225 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5226 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5227 /* WINED3DSIH_UBFE */ NULL,
5228 /* WINED3DSIH_UDIV */ NULL,
5229 /* WINED3DSIH_UGE */ NULL,
5230 /* WINED3DSIH_ULT */ NULL,
5231 /* WINED3DSIH_UMAX */ NULL,
5232 /* WINED3DSIH_UMIN */ NULL,
5233 /* WINED3DSIH_UMUL */ NULL,
5234 /* WINED3DSIH_USHR */ NULL,
5235 /* WINED3DSIH_UTOF */ NULL,
5236 /* WINED3DSIH_XOR */ NULL,
5239 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5240 const struct wined3d_shader *shader, DWORD idx)
5242 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5243 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5244 const struct wined3d_shader_lconst *constant;
5245 WORD bools = 0;
5246 WORD flag = (1u << idx);
5247 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5249 if (reg_maps->local_bool_consts & flag)
5251 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5252 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5254 if (constant->idx == idx)
5256 return constant->value[0];
5259 ERR("Local constant not found\n");
5260 return FALSE;
5262 else
5264 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5265 else bools = priv->cur_ps_args->bools;
5266 return bools & flag;
5270 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5271 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5273 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5274 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5276 /* Integer constants can either be a local constant, or they can be stored in the shader
5277 * type specific compile args. */
5278 if (reg_maps->local_int_consts & (1u << idx))
5280 const struct wined3d_shader_lconst *constant;
5282 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5284 if (constant->idx == idx)
5286 loop_control->count = constant->value[0];
5287 loop_control->start = constant->value[1];
5288 /* Step is signed. */
5289 loop_control->step = (int)constant->value[2];
5290 return;
5293 /* If this happens the flag was set incorrectly */
5294 ERR("Local constant not found\n");
5295 loop_control->count = 0;
5296 loop_control->start = 0;
5297 loop_control->step = 0;
5298 return;
5301 switch (reg_maps->shader_version.type)
5303 case WINED3D_SHADER_TYPE_VERTEX:
5304 /* Count and aL start value are unsigned */
5305 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5306 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5307 /* Step is signed. */
5308 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5309 break;
5311 case WINED3D_SHADER_TYPE_PIXEL:
5312 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5313 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5314 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5315 break;
5317 default:
5318 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5319 break;
5323 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5325 struct wined3d_shader_src_param *src_param = NULL, *rel_addr;
5326 struct wined3d_shader_dst_param *dst_param;
5327 struct recorded_instruction *rec;
5328 unsigned int i;
5330 if (!(rec = heap_alloc_zero(sizeof(*rec))))
5332 ERR("Out of memory\n");
5333 return;
5336 rec->ins = *ins;
5337 if (!(dst_param = heap_alloc(sizeof(*dst_param))))
5338 goto free;
5339 *dst_param = *ins->dst;
5340 if (ins->dst->reg.idx[0].rel_addr)
5342 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5343 goto free;
5344 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5345 dst_param->reg.idx[0].rel_addr = rel_addr;
5347 rec->ins.dst = dst_param;
5349 if (!(src_param = heap_calloc(ins->src_count, sizeof(*src_param))))
5350 goto free;
5351 for (i = 0; i < ins->src_count; ++i)
5353 src_param[i] = ins->src[i];
5354 if (ins->src[i].reg.idx[0].rel_addr)
5356 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5357 goto free;
5358 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5359 src_param[i].reg.idx[0].rel_addr = rel_addr;
5362 rec->ins.src = src_param;
5363 list_add_tail(list, &rec->entry);
5364 return;
5366 free:
5367 ERR("Out of memory\n");
5368 if (dst_param)
5370 heap_free((void *)dst_param->reg.idx[0].rel_addr);
5371 heap_free(dst_param);
5373 if (src_param)
5375 for (i = 0; i < ins->src_count; ++i)
5377 heap_free((void *)src_param[i].reg.idx[0].rel_addr);
5379 heap_free(src_param);
5381 heap_free(rec);
5384 static void free_recorded_instruction(struct list *list)
5386 struct recorded_instruction *rec_ins, *entry2;
5387 unsigned int i;
5389 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5391 list_remove(&rec_ins->entry);
5392 if (rec_ins->ins.dst)
5394 heap_free((void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5395 heap_free((void *)rec_ins->ins.dst);
5397 if (rec_ins->ins.src)
5399 for (i = 0; i < rec_ins->ins.src_count; ++i)
5401 heap_free((void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5403 heap_free((void *)rec_ins->ins.src);
5405 heap_free(rec_ins);
5409 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5411 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5412 struct control_frame *control_frame;
5414 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5416 struct list *e = list_head(&priv->control_frames);
5417 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5418 list_remove(&control_frame->entry);
5419 heap_free(control_frame);
5420 priv->loop_depth--;
5422 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5424 /* Non-ifc ENDIFs were already handled previously. */
5425 struct list *e = list_head(&priv->control_frames);
5426 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5427 list_remove(&control_frame->entry);
5428 heap_free(control_frame);
5432 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5433 SHADER_HANDLER hw_fct;
5434 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5435 const struct wined3d_shader *shader = ins->ctx->shader;
5436 struct control_frame *control_frame;
5437 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5438 BOOL bool_const;
5440 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5442 control_frame = heap_alloc_zero(sizeof(*control_frame));
5443 list_add_head(&priv->control_frames, &control_frame->entry);
5445 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5446 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5448 if(priv->target_version >= NV2)
5450 control_frame->no.loop = priv->num_loops++;
5451 priv->loop_depth++;
5453 else
5455 /* Don't bother recording when we're in a not used if branch */
5456 if(priv->muted)
5458 return;
5461 if(!priv->recording)
5463 list_init(&priv->record);
5464 priv->recording = TRUE;
5465 control_frame->outer_loop = TRUE;
5466 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5467 return; /* Instruction is handled */
5469 /* Record this loop in the outer loop's recording */
5472 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5474 if(priv->target_version >= NV2)
5476 /* Nothing to do. The control frame is popped after the HW instr handler */
5478 else
5480 struct list *e = list_head(&priv->control_frames);
5481 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5482 list_remove(&control_frame->entry);
5484 if(control_frame->outer_loop)
5486 unsigned int iteration;
5487 int aL = 0;
5488 struct list copy;
5490 /* Turn off recording before playback */
5491 priv->recording = FALSE;
5493 /* Move the recorded instructions to a separate list and get them out of the private data
5494 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5495 * be recorded again, thus priv->record might be overwritten
5497 list_init(&copy);
5498 list_move_tail(&copy, &priv->record);
5499 list_init(&priv->record);
5501 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5503 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5504 control_frame->loop_control.count, control_frame->loop_control.start,
5505 control_frame->loop_control.step);
5506 aL = control_frame->loop_control.start;
5508 else
5510 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5513 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5515 struct recorded_instruction *rec_ins;
5516 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5518 priv->aL = aL;
5519 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5521 else
5523 shader_addline(buffer, "#Iteration %u\n", iteration);
5526 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5528 shader_arb_handle_instruction(&rec_ins->ins);
5531 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5533 aL += control_frame->loop_control.step;
5536 shader_addline(buffer, "#end loop/rep\n");
5538 free_recorded_instruction(&copy);
5539 heap_free(control_frame);
5540 return; /* Instruction is handled */
5542 else
5544 /* This is a nested loop. Proceed to the normal recording function */
5545 heap_free(control_frame);
5550 if(priv->recording)
5552 record_instruction(&priv->record, ins);
5553 return;
5556 /* boolean if */
5557 if(ins->handler_idx == WINED3DSIH_IF)
5559 control_frame = heap_alloc_zero(sizeof(*control_frame));
5560 list_add_head(&priv->control_frames, &control_frame->entry);
5561 control_frame->type = IF;
5563 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5564 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5565 bool_const = !bool_const;
5566 if (!priv->muted && !bool_const)
5568 shader_addline(buffer, "#if(FALSE){\n");
5569 priv->muted = TRUE;
5570 control_frame->muting = TRUE;
5572 else shader_addline(buffer, "#if(TRUE) {\n");
5574 return; /* Instruction is handled */
5576 else if(ins->handler_idx == WINED3DSIH_IFC)
5578 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5579 control_frame = heap_alloc_zero(sizeof(*control_frame));
5580 control_frame->type = IFC;
5581 control_frame->no.ifc = priv->num_ifcs++;
5582 list_add_head(&priv->control_frames, &control_frame->entry);
5584 else if(ins->handler_idx == WINED3DSIH_ELSE)
5586 struct list *e = list_head(&priv->control_frames);
5587 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5589 if(control_frame->type == IF)
5591 shader_addline(buffer, "#} else {\n");
5592 if(!priv->muted && !control_frame->muting)
5594 priv->muted = TRUE;
5595 control_frame->muting = TRUE;
5597 else if(control_frame->muting) priv->muted = FALSE;
5598 return; /* Instruction is handled. */
5600 /* In case of an ifc, generate a HW shader instruction */
5601 if (control_frame->type != IFC)
5602 ERR("Control frame does not match.\n");
5604 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5606 struct list *e = list_head(&priv->control_frames);
5607 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5609 if(control_frame->type == IF)
5611 shader_addline(buffer, "#} endif\n");
5612 if(control_frame->muting) priv->muted = FALSE;
5613 list_remove(&control_frame->entry);
5614 heap_free(control_frame);
5615 return; /* Instruction is handled */
5617 /* In case of an ifc, generate a HW shader instruction */
5618 if (control_frame->type != IFC)
5619 ERR("Control frame does not match.\n");
5622 if(priv->muted)
5624 pop_control_frame(ins);
5625 return;
5628 /* Select handler */
5629 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5631 /* Unhandled opcode */
5632 if (!hw_fct)
5634 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
5635 return;
5637 hw_fct(ins);
5639 pop_control_frame(ins);
5641 shader_arb_add_instruction_modifiers(ins);
5644 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5646 struct shader_arb_priv *priv = shader_priv;
5648 return priv->ffp_proj_control;
5651 static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {}
5653 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5655 shader_arb_handle_instruction,
5656 shader_arb_precompile,
5657 shader_arb_select,
5658 shader_arb_select_compute,
5659 shader_arb_disable,
5660 shader_arb_update_float_vertex_constants,
5661 shader_arb_update_float_pixel_constants,
5662 shader_arb_load_constants,
5663 shader_arb_destroy,
5664 shader_arb_alloc,
5665 shader_arb_free,
5666 shader_arb_allocate_context_data,
5667 shader_arb_free_context_data,
5668 shader_arb_init_context_state,
5669 shader_arb_get_caps,
5670 shader_arb_color_fixup_supported,
5671 shader_arb_has_ffp_proj_control,
5674 /* ARB_fragment_program fixed function pipeline replacement definitions */
5675 #define ARB_FFP_CONST_TFACTOR 0
5676 #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5677 #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5678 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5679 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5680 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5681 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5683 struct arbfp_ffp_desc
5685 struct ffp_frag_desc parent;
5686 GLuint shader;
5689 /* Context activation is done by the caller. */
5690 static void arbfp_enable(const struct wined3d_context *context, BOOL enable)
5692 const struct wined3d_gl_info *gl_info = wined3d_context_gl_const(context)->gl_info;
5694 if (enable)
5696 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5697 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5699 else
5701 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5702 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5706 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5708 struct shader_arb_priv *priv;
5710 /* Share private data between the shader backend and the pipeline
5711 * replacement, if both are the arb implementation. This is needed to
5712 * figure out whether ARBfp should be disabled if no pixel shader is bound
5713 * or not. */
5714 if (shader_backend == &arb_program_shader_backend)
5715 priv = shader_priv;
5716 else if (!(priv = heap_alloc_zero(sizeof(*priv))))
5717 return NULL;
5719 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
5720 priv->use_arbfp_fixed_func = TRUE;
5722 return priv;
5725 /* Context activation is done by the caller. */
5726 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *param)
5728 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5729 struct wined3d_context_gl *context_gl = param;
5730 const struct wined3d_gl_info *gl_info;
5732 gl_info = context_gl->gl_info;
5733 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5734 checkGLcall("delete ffp program");
5735 heap_free(entry_arb);
5738 /* Context activation is done by the caller. */
5739 static void arbfp_free(struct wined3d_device *device, struct wined3d_context *context)
5741 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5742 struct shader_arb_priv *priv = device->fragment_priv;
5744 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, context_gl);
5745 priv->use_arbfp_fixed_func = FALSE;
5747 if (device->shader_backend != &arb_program_shader_backend)
5748 heap_free(device->fragment_priv);
5751 static void arbfp_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5753 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5755 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5756 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5757 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
5758 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5759 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5760 WINED3DTEXOPCAPS_SELECTARG1 |
5761 WINED3DTEXOPCAPS_SELECTARG2 |
5762 WINED3DTEXOPCAPS_MODULATE4X |
5763 WINED3DTEXOPCAPS_MODULATE2X |
5764 WINED3DTEXOPCAPS_MODULATE |
5765 WINED3DTEXOPCAPS_ADDSIGNED2X |
5766 WINED3DTEXOPCAPS_ADDSIGNED |
5767 WINED3DTEXOPCAPS_ADD |
5768 WINED3DTEXOPCAPS_SUBTRACT |
5769 WINED3DTEXOPCAPS_ADDSMOOTH |
5770 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5771 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5772 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5773 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5774 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5775 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5776 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5777 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5778 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5779 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5780 WINED3DTEXOPCAPS_MULTIPLYADD |
5781 WINED3DTEXOPCAPS_LERP |
5782 WINED3DTEXOPCAPS_BUMPENVMAP |
5783 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5785 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5787 caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES;
5788 caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_TEXTURES);
5791 static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5793 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5796 static void state_texfactor_arbfp(struct wined3d_context *context,
5797 const struct wined3d_state *state, DWORD state_id)
5799 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5800 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5801 struct wined3d_device *device = context->device;
5802 struct wined3d_color color;
5804 if (device->shader_backend == &arb_program_shader_backend)
5806 struct shader_arb_priv *priv;
5808 /* Don't load the parameter if we're using an arbfp pixel shader,
5809 * otherwise we'll overwrite application provided constants. */
5810 if (use_ps(state))
5811 return;
5813 priv = device->shader_priv;
5814 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5815 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5818 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
5819 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r));
5820 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
5823 static void state_tss_constant_arbfp(struct wined3d_context *context,
5824 const struct wined3d_state *state, DWORD state_id)
5826 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5827 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5828 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5829 struct wined3d_device *device = context->device;
5830 struct wined3d_color color;
5832 if (device->shader_backend == &arb_program_shader_backend)
5834 struct shader_arb_priv *priv;
5836 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5837 * application provided constants.
5839 if (use_ps(state))
5840 return;
5842 priv = device->shader_priv;
5843 priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(stage)] = 1;
5844 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(stage) + 1);
5847 wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
5848 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r));
5849 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
5852 static void state_arb_specularenable(struct wined3d_context *context,
5853 const struct wined3d_state *state, DWORD state_id)
5855 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5856 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5857 struct wined3d_device *device = context->device;
5858 float col[4];
5860 if (device->shader_backend == &arb_program_shader_backend)
5862 struct shader_arb_priv *priv;
5864 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5865 * application provided constants.
5867 if (use_ps(state))
5868 return;
5870 priv = device->shader_priv;
5871 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5872 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5875 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5877 /* The specular color has no alpha */
5878 col[0] = 1.0f; col[1] = 1.0f;
5879 col[2] = 1.0f; col[3] = 0.0f;
5880 } else {
5881 col[0] = 0.0f; col[1] = 0.0f;
5882 col[2] = 0.0f; col[3] = 0.0f;
5884 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5885 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5888 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5890 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5891 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5892 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5893 struct wined3d_device *device = context->device;
5894 float mat[2][2];
5896 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5898 if (device->shader_backend == &arb_program_shader_backend)
5900 struct shader_arb_priv *priv = device->shader_priv;
5902 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5903 if (use_ps(state))
5904 return;
5906 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5907 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5910 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5911 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5912 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5913 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5915 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5916 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5919 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5920 const struct wined3d_state *state, DWORD state_id)
5922 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5923 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5924 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5925 struct wined3d_device *device = context->device;
5926 float param[4];
5928 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5930 if (device->shader_backend == &arb_program_shader_backend)
5932 struct shader_arb_priv *priv = device->shader_priv;
5934 /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
5935 if (use_ps(state))
5936 return;
5938 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5939 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5942 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5943 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5944 param[2] = 0.0f;
5945 param[3] = 0.0f;
5947 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5948 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5951 static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5953 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5954 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5955 int glParm;
5956 float ref;
5958 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5960 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
5962 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
5963 checkGLcall("glEnable GL_ALPHA_TEST");
5965 else
5967 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
5968 checkGLcall("glDisable GL_ALPHA_TEST");
5969 return;
5972 ref = wined3d_alpha_ref(state);
5973 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
5975 if (glParm)
5977 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
5978 checkGLcall("glAlphaFunc");
5982 static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5984 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5985 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
5986 const struct wined3d_texture *texture = state->textures[0];
5987 struct wined3d_device *device = context->device;
5988 struct wined3d_color float_key[2];
5990 if (!texture)
5991 return;
5993 if (device->shader_backend == &arb_program_shader_backend)
5995 struct shader_arb_priv *priv;
5997 /* Don't load the parameter if we're using an arbfp pixel shader,
5998 * otherwise we'll overwrite application provided constants. */
5999 if (use_ps(state))
6000 return;
6002 priv = device->shader_priv;
6003 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_LOW] = 1;
6004 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_HIGH] = 1;
6005 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY_HIGH + 1);
6008 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
6010 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r));
6011 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
6012 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r));
6013 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
6016 static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
6018 const char *ret;
6020 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
6022 switch(arg & WINED3DTA_SELECTMASK) {
6023 case WINED3DTA_DIFFUSE:
6024 ret = "fragment.color.primary"; break;
6026 case WINED3DTA_CURRENT:
6027 ret = "ret";
6028 break;
6030 case WINED3DTA_TEXTURE:
6031 switch(stage) {
6032 case 0: ret = "tex0"; break;
6033 case 1: ret = "tex1"; break;
6034 case 2: ret = "tex2"; break;
6035 case 3: ret = "tex3"; break;
6036 case 4: ret = "tex4"; break;
6037 case 5: ret = "tex5"; break;
6038 case 6: ret = "tex6"; break;
6039 case 7: ret = "tex7"; break;
6040 default: ret = "unknown texture";
6042 break;
6044 case WINED3DTA_TFACTOR:
6045 ret = "tfactor"; break;
6047 case WINED3DTA_SPECULAR:
6048 ret = "fragment.color.secondary"; break;
6050 case WINED3DTA_TEMP:
6051 ret = "tempreg"; break;
6053 case WINED3DTA_CONSTANT:
6054 switch(stage) {
6055 case 0: ret = "const0"; break;
6056 case 1: ret = "const1"; break;
6057 case 2: ret = "const2"; break;
6058 case 3: ret = "const3"; break;
6059 case 4: ret = "const4"; break;
6060 case 5: ret = "const5"; break;
6061 case 6: ret = "const6"; break;
6062 case 7: ret = "const7"; break;
6063 default: ret = "unknown constant";
6065 break;
6067 default:
6068 return "unknown";
6071 if(arg & WINED3DTA_COMPLEMENT) {
6072 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6073 if(argnum == 0) ret = "arg0";
6074 if(argnum == 1) ret = "arg1";
6075 if(argnum == 2) ret = "arg2";
6077 if(arg & WINED3DTA_ALPHAREPLICATE) {
6078 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6079 if(argnum == 0) ret = "arg0";
6080 if(argnum == 1) ret = "arg1";
6081 if(argnum == 2) ret = "arg2";
6083 return ret;
6086 static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6087 BOOL alpha, BOOL tmp_dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6089 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6090 unsigned int mul = 1;
6092 if (color && alpha)
6093 dstmask = "";
6094 else if (color)
6095 dstmask = ".xyz";
6096 else
6097 dstmask = ".w";
6099 dstreg = tmp_dst ? "tempreg" : "ret";
6101 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6102 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6103 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6105 switch (op)
6107 case WINED3D_TOP_DISABLE:
6108 break;
6110 case WINED3D_TOP_SELECT_ARG2:
6111 arg1 = arg2;
6112 /* FALLTHROUGH */
6113 case WINED3D_TOP_SELECT_ARG1:
6114 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6115 break;
6117 case WINED3D_TOP_MODULATE_4X:
6118 mul = 2;
6119 /* FALLTHROUGH */
6120 case WINED3D_TOP_MODULATE_2X:
6121 mul *= 2;
6122 /* FALLTHROUGH */
6123 case WINED3D_TOP_MODULATE:
6124 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6125 break;
6127 case WINED3D_TOP_ADD_SIGNED_2X:
6128 mul = 2;
6129 /* FALLTHROUGH */
6130 case WINED3D_TOP_ADD_SIGNED:
6131 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6132 arg2 = "arg2";
6133 /* FALLTHROUGH */
6134 case WINED3D_TOP_ADD:
6135 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6136 break;
6138 case WINED3D_TOP_SUBTRACT:
6139 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6140 break;
6142 case WINED3D_TOP_ADD_SMOOTH:
6143 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6144 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6145 break;
6147 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6148 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6149 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6150 break;
6151 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6152 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6153 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6154 break;
6155 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6156 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6157 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6158 break;
6159 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6160 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6161 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6162 break;
6164 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6165 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6166 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6167 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6168 break;
6170 /* D3DTOP_PREMODULATE ???? */
6172 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6173 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6174 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6175 break;
6176 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6177 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6178 break;
6179 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6180 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6181 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6182 break;
6183 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6184 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6185 break;
6187 case WINED3D_TOP_DOTPRODUCT3:
6188 mul = 4;
6189 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6190 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6191 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6192 break;
6194 case WINED3D_TOP_MULTIPLY_ADD:
6195 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6196 break;
6198 case WINED3D_TOP_LERP:
6199 /* The msdn is not quite right here */
6200 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6201 break;
6203 case WINED3D_TOP_BUMPENVMAP:
6204 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6205 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6206 break;
6208 default:
6209 FIXME("Unhandled texture op %08x\n", op);
6212 if (mul == 2)
6213 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6214 else if (mul == 4)
6215 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6218 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
6220 switch(type)
6222 case WINED3D_GL_RES_TYPE_TEX_1D:
6223 return "1D";
6224 case WINED3D_GL_RES_TYPE_TEX_2D:
6225 return "2D";
6226 case WINED3D_GL_RES_TYPE_TEX_3D:
6227 return "3D";
6228 case WINED3D_GL_RES_TYPE_TEX_CUBE:
6229 return "CUBE";
6230 case WINED3D_GL_RES_TYPE_TEX_RECT:
6231 return "RECT";
6232 default:
6233 return "unexpected_resource_type";
6237 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6239 BYTE tex_read = 0, bump_used = 0, luminance_used = 0, constant_used = 0;
6240 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6241 unsigned int stage, lowest_disabled_stage;
6242 struct wined3d_string_buffer buffer;
6243 struct color_fixup_masks masks;
6244 BOOL custom_linear_fog = FALSE;
6245 const char *textype, *instr;
6246 DWORD arg0, arg1, arg2;
6247 char colorcor_dst[8];
6248 BOOL op_equal;
6249 GLuint ret;
6251 if (!string_buffer_init(&buffer))
6253 ERR("Failed to initialize shader buffer.\n");
6254 return 0;
6257 shader_addline(&buffer, "!!ARBfp1.0\n");
6259 if (settings->color_key_enabled)
6261 shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
6262 shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
6263 tex_read |= 1;
6266 /* Find out which textures are read */
6267 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6269 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6270 break;
6272 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6273 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6274 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6276 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6277 tex_read |= 1u << stage;
6278 if (settings->op[stage].tmp_dst)
6279 tempreg_used = TRUE;
6280 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6281 tempreg_used = TRUE;
6282 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6283 tfactor_used = TRUE;
6284 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6285 constant_used |= 1u << stage;
6287 switch (settings->op[stage].cop)
6289 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6290 luminance_used |= 1u << stage;
6291 /* fall through */
6292 case WINED3D_TOP_BUMPENVMAP:
6293 bump_used |= 1u << stage;
6294 /* fall through */
6295 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6296 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6297 tex_read |= 1u << stage;
6298 break;
6300 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6301 tfactor_used = TRUE;
6302 break;
6304 default:
6305 break;
6308 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6309 continue;
6311 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6312 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6313 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6315 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6316 tex_read |= 1u << stage;
6317 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6318 tempreg_used = TRUE;
6319 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6320 tfactor_used = TRUE;
6321 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6322 constant_used |= 1u << stage;
6324 lowest_disabled_stage = stage;
6326 switch (settings->fog)
6328 case WINED3D_FFP_PS_FOG_OFF: break;
6329 case WINED3D_FFP_PS_FOG_LINEAR:
6330 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6332 custom_linear_fog = TRUE;
6333 break;
6335 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6336 break;
6338 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6339 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6340 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6343 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6344 shader_addline(&buffer, "TEMP TMP;\n");
6345 shader_addline(&buffer, "TEMP ret;\n");
6346 if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6347 shader_addline(&buffer, "TEMP arg0;\n");
6348 shader_addline(&buffer, "TEMP arg1;\n");
6349 shader_addline(&buffer, "TEMP arg2;\n");
6350 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6352 if (constant_used & (1u << stage))
6353 shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
6355 if (!(tex_read & (1u << stage)))
6356 continue;
6358 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6360 if (!(bump_used & (1u << stage)))
6361 continue;
6362 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6364 if (!(luminance_used & (1u << stage)))
6365 continue;
6366 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6368 if (tfactor_used)
6369 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6370 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6372 if (settings->sRGB_write)
6374 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6375 shader_arb_append_imm_vec4(&buffer, &wined3d_srgb_const[0].x);
6376 shader_addline(&buffer, ";\n");
6377 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6378 shader_arb_append_imm_vec4(&buffer, &wined3d_srgb_const[1].x);
6379 shader_addline(&buffer, ";\n");
6382 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6383 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6385 if (tempreg_used || settings->sRGB_write)
6386 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6388 /* Generate texture sampling instructions */
6389 for (stage = 0; stage < WINED3D_MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6391 if (!(tex_read & (1u << stage)))
6392 continue;
6394 textype = arbfp_texture_target(settings->op[stage].tex_type);
6396 if (settings->op[stage].projected == WINED3D_PROJECTION_NONE)
6398 instr = "TEX";
6400 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4
6401 || settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6403 instr = "TXP";
6405 else
6407 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6408 instr = "TXP";
6411 if (stage > 0
6412 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6413 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6415 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6416 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6417 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6418 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6420 /* With projective textures, texbem only divides the static
6421 * texture coordinate, not the displacement, so multiply the
6422 * displacement with the dividing parameter before passing it to
6423 * TXP. */
6424 if (settings->op[stage].projected != WINED3D_PROJECTION_NONE)
6426 if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4)
6428 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6429 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n",
6430 stage, stage);
6432 else
6434 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6435 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n",
6436 stage, stage);
6439 else
6441 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6444 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6445 instr, stage, stage, textype);
6446 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6448 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6449 stage - 1, stage - 1, stage - 1);
6450 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6453 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6455 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6456 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6457 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6458 instr, stage, stage, textype);
6460 else
6462 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6463 instr, stage, stage, stage, textype);
6466 sprintf(colorcor_dst, "tex%u", stage);
6467 masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL);
6468 gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
6469 settings->op[stage].color_fixup, masks);
6472 if (settings->color_key_enabled)
6474 shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6475 shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6476 shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */
6477 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6478 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6479 shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */
6482 shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
6484 /* Generate the main shader */
6485 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6487 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6488 break;
6490 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6491 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6492 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6493 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6494 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6495 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6496 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6497 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6498 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6499 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6500 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6501 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6502 else
6503 op_equal = settings->op[stage].aop == settings->op[stage].cop
6504 && settings->op[stage].carg0 == settings->op[stage].aarg0
6505 && settings->op[stage].carg1 == settings->op[stage].aarg1
6506 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6508 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6510 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6511 settings->op[stage].cop, settings->op[stage].carg0,
6512 settings->op[stage].carg1, settings->op[stage].carg2);
6514 else if (op_equal)
6516 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].tmp_dst,
6517 settings->op[stage].cop, settings->op[stage].carg0,
6518 settings->op[stage].carg1, settings->op[stage].carg2);
6520 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
6521 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6523 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6524 settings->op[stage].cop, settings->op[stage].carg0,
6525 settings->op[stage].carg1, settings->op[stage].carg2);
6526 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].tmp_dst,
6527 settings->op[stage].aop, settings->op[stage].aarg0,
6528 settings->op[stage].aarg1, settings->op[stage].aarg2);
6532 if (settings->sRGB_write || custom_linear_fog)
6534 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6535 if (settings->sRGB_write)
6536 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6537 if (custom_linear_fog)
6538 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6539 shader_addline(&buffer, "MOV result.color, ret;\n");
6541 else
6543 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6546 /* Footer */
6547 shader_addline(&buffer, "END\n");
6549 /* Generate the shader */
6550 GL_EXTCALL(glGenProgramsARB(1, &ret));
6551 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6552 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
6554 string_buffer_free(&buffer);
6555 return ret;
6558 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6560 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
6561 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
6562 const struct wined3d_device *device = context->device;
6563 struct shader_arb_priv *priv = device->fragment_priv;
6564 BOOL use_pshader = use_ps(state);
6565 struct ffp_frag_settings settings;
6566 const struct arbfp_ffp_desc *desc;
6567 unsigned int i;
6569 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6571 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6573 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6575 /* Reload fixed function constants since they collide with the
6576 * pixel shader constants. */
6577 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
6579 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6580 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6582 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6583 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6584 color_key_arbfp(context, state, STATE_COLOR_KEY);
6586 else if (use_pshader)
6588 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6590 return;
6593 if (!use_pshader)
6595 /* Find or create a shader implementing the fixed function pipeline
6596 * settings, then activate it. */
6597 gen_ffp_frag_op(context, state, &settings, FALSE);
6598 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6599 if (!desc)
6601 struct arbfp_ffp_desc *new_desc;
6603 if (!(new_desc = heap_alloc(sizeof(*new_desc))))
6605 ERR("Out of memory\n");
6606 return;
6609 new_desc->parent.settings = settings;
6610 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6611 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6612 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6613 desc = new_desc;
6616 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6617 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6618 * deactivate it.
6620 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6621 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6622 priv->current_fprogram_id = desc->shader;
6624 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6626 /* Reload fixed function constants since they collide with the
6627 * pixel shader constants. */
6628 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
6630 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6631 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6633 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6634 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6635 color_key_arbfp(context, state, STATE_COLOR_KEY);
6637 context->last_was_pshader = FALSE;
6639 else if (!context->last_was_pshader)
6641 if (device->shader_backend == &arb_program_shader_backend)
6642 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6643 context->last_was_pshader = TRUE;
6646 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6649 /* We can't link the fog states to the fragment state directly since the
6650 * vertex pipeline links them to FOGENABLE. A different linking in different
6651 * pipeline parts can't be expressed in the combined state table, so we need
6652 * to handle that with a forwarding function. The other invisible side effect
6653 * is that changing the fog start and fog end (which links to FOGENABLE in
6654 * vertex) results in the fragment_prog_arbfp function being called because
6655 * FOGENABLE is dirty, which calls this function here. */
6656 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6658 enum fogsource new_source;
6659 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6660 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6662 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6664 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6665 fragment_prog_arbfp(context, state, state_id);
6667 if (!state->render_states[WINED3D_RS_FOGENABLE])
6668 return;
6670 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6672 if (use_vs(state))
6674 new_source = FOGSOURCE_VS;
6676 else
6678 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6679 new_source = FOGSOURCE_COORD;
6680 else
6681 new_source = FOGSOURCE_FFP;
6684 else
6686 new_source = FOGSOURCE_FFP;
6689 if (new_source != context->fog_source || fogstart == fogend)
6691 context->fog_source = new_source;
6692 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6696 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6698 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6699 fragment_prog_arbfp(context, state, state_id);
6702 static const struct wined3d_state_entry_template arbfp_fragmentstate_template[] =
6704 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6728 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6729 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6730 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6732 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6733 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6734 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6735 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6736 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6737 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6739 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6740 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6741 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6742 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6743 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6744 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6745 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6746 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6747 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6748 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6749 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6750 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6751 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6752 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6753 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6754 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6755 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6756 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6757 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6758 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6759 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6760 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6761 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6762 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6763 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6764 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6765 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6766 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6767 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6768 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6769 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6770 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6771 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6772 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6773 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6774 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6775 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6776 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6777 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6778 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6779 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6780 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6781 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6782 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6783 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6784 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6785 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6786 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6787 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6788 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6789 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6790 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6791 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6792 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6793 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6794 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6795 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6796 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6797 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6798 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6799 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6800 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6801 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6802 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6803 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6804 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6805 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6806 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6807 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6808 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6809 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6810 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6811 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6812 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6813 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6814 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6815 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6816 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6817 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6818 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6819 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6820 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6821 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6822 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6823 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6824 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6825 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6826 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6827 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6828 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
6829 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6830 {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
6831 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6832 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6833 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6834 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6835 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6836 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6837 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6838 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6839 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6840 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6841 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6842 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6843 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6844 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6845 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6846 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6847 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6848 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6849 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6850 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6851 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6852 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6853 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6854 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6855 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6856 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6857 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
6858 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6861 static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
6863 return TRUE;
6866 static void arbfp_free_context_data(struct wined3d_context *context)
6870 const struct wined3d_fragment_pipe_ops arbfp_fragment_pipeline =
6872 arbfp_enable,
6873 arbfp_get_caps,
6874 arbfp_get_emul_mask,
6875 arbfp_alloc,
6876 arbfp_free,
6877 arbfp_alloc_context_data,
6878 arbfp_free_context_data,
6879 shader_arb_color_fixup_supported,
6880 arbfp_fragmentstate_template,
6883 struct arbfp_blit_type
6885 enum complex_fixup fixup : 4;
6886 enum wined3d_gl_resource_type res_type : 3;
6887 DWORD use_color_key : 1;
6888 DWORD padding : 24;
6891 struct arbfp_blit_desc
6893 GLuint shader;
6894 struct arbfp_blit_type type;
6895 struct wine_rb_entry entry;
6898 #define ARBFP_BLIT_PARAM_SIZE 0
6899 #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
6900 #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
6902 struct wined3d_arbfp_blitter
6904 struct wined3d_blitter blitter;
6905 struct wine_rb_tree shaders;
6906 GLuint palette_texture;
6909 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6911 const struct arbfp_blit_type *ka = key;
6912 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6914 return memcmp(ka, kb, sizeof(*ka));
6917 /* Context activation is done by the caller. */
6918 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *ctx)
6920 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6921 const struct wined3d_gl_info *gl_info;
6922 struct wined3d_context_gl *context_gl;
6924 context_gl = ctx;
6925 gl_info = context_gl->gl_info;
6927 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6928 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6929 heap_free(entry_arb);
6932 /* Context activation is done by the caller. */
6933 static void arbfp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
6935 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
6936 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
6937 struct wined3d_arbfp_blitter *arbfp_blitter;
6938 struct wined3d_blitter *next;
6940 if ((next = blitter->next))
6941 next->ops->blitter_destroy(next, &context_gl->c);
6943 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
6945 wine_rb_destroy(&arbfp_blitter->shaders, arbfp_free_blit_shader, context_gl);
6946 checkGLcall("Delete blit programs");
6948 if (arbfp_blitter->palette_texture)
6949 gl_info->gl_ops.gl.p_glDeleteTextures(1, &arbfp_blitter->palette_texture);
6951 heap_free(arbfp_blitter);
6954 static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer,
6955 const struct arbfp_blit_type *type, char *luminance)
6957 char chroma;
6958 const char *tex, *texinstr = "TXP";
6960 if (type->fixup == COMPLEX_FIXUP_UYVY)
6962 chroma = 'x';
6963 *luminance = 'w';
6965 else
6967 chroma = 'w';
6968 *luminance = 'x';
6971 tex = arbfp_texture_target(type->res_type);
6972 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
6973 texinstr = "TEX";
6975 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6976 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6977 * filtering when we sample the texture.
6979 * These are the rules for reading the chroma:
6981 * Even pixel: Cr
6982 * Even pixel: U
6983 * Odd pixel: V
6985 * So we have to get the sampling x position in non-normalized coordinates in integers
6987 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
6989 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6990 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6992 else
6994 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6996 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6997 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6998 * 0.5, so add 0.5.
7000 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7001 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
7003 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
7004 * and 0.75 for the even and odd pixels respectively. */
7005 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
7006 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
7008 /* Sample Pixel 1. */
7009 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7011 /* Put the value into either of the chroma values */
7012 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7013 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
7014 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7015 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
7017 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
7018 * the pixel right to the current one. Otherwise, sample the left pixel.
7019 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
7021 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
7022 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
7023 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7025 /* Put the value into the other chroma */
7026 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7027 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
7028 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7029 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
7031 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7032 * the current one and lerp the two U and V values
7035 /* This gives the correctly filtered luminance value */
7036 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
7039 static void gen_yv12_read(struct wined3d_string_buffer *buffer,
7040 const struct arbfp_blit_type *type, char *luminance)
7042 const char *tex;
7043 static const float yv12_coef[]
7044 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7046 tex = arbfp_texture_target(type->res_type);
7048 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7049 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7050 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7051 * pitch of the luminance plane, the packing into the gl texture is a bit
7052 * unfortunate. If the whole texture is interpreted as luminance data it looks
7053 * approximately like this:
7055 * +----------------------------------+----
7056 * | |
7057 * | |
7058 * | |
7059 * | |
7060 * | | 2
7061 * | LUMINANCE | -
7062 * | | 3
7063 * | |
7064 * | |
7065 * | |
7066 * | |
7067 * +----------------+-----------------+----
7068 * | | |
7069 * | V even rows | V odd rows |
7070 * | | | 1
7071 * +----------------+------------------ -
7072 * | | | 3
7073 * | U even rows | U odd rows |
7074 * | | |
7075 * +----------------+-----------------+----
7076 * | | |
7077 * | 0.5 | 0.5 |
7079 * So it appears as if there are 4 chroma images, but in fact the odd rows
7080 * in the chroma images are in the same row as the even ones. So it is
7081 * kinda tricky to read
7083 * When reading from rectangle textures, keep in mind that the input y coordinates
7084 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7086 shader_addline(buffer, "PARAM yv12_coef = ");
7087 shader_arb_append_imm_vec4(buffer, yv12_coef);
7088 shader_addline(buffer, ";\n");
7090 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7091 /* the chroma planes have only half the width */
7092 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7094 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7095 * the coordinate. Also read the right side of the image when reading odd lines
7097 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7098 * bleeding
7100 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7102 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7104 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7106 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7107 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7109 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7110 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7111 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7112 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7113 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7115 /* clamp, keep the half pixel origin in mind */
7116 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7117 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7118 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7119 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7121 else
7123 /* The y coordinate for V is in the range [size, size + size / 4). */
7124 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7125 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7127 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7128 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7129 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7130 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7131 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7132 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7134 /* Make sure to read exactly from the pixel center */
7135 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7136 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7138 /* Clamp */
7139 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7140 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7141 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7142 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7143 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7145 /* Read the texture, put the result into the output register */
7146 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7147 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7149 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7150 * No need to clamp because we're just reusing the already clamped value from above
7152 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7153 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7154 else
7155 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7156 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7157 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7159 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7160 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7161 * values due to filtering
7163 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7164 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7166 /* Multiply the y coordinate by 2/3 and clamp it */
7167 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7168 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7169 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7170 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7172 else
7174 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7175 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7176 * is bigger
7178 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7179 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7180 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7182 *luminance = 'a';
7185 static void gen_nv12_read(struct wined3d_string_buffer *buffer,
7186 const struct arbfp_blit_type *type, char *luminance)
7188 const char *tex;
7189 static const float nv12_coef[]
7190 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7192 tex = arbfp_texture_target(type->res_type);
7194 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7195 * sized plane where each component is an UV pair. So the effective
7196 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7197 * data it looks approximately like this:
7199 * +----------------------------------+----
7200 * | |
7201 * | |
7202 * | |
7203 * | |
7204 * | | 2
7205 * | LUMINANCE | -
7206 * | | 3
7207 * | |
7208 * | |
7209 * | |
7210 * | |
7211 * +----------------------------------+----
7212 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7213 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7214 * | | 1
7215 * | | -
7216 * | | 3
7217 * | |
7218 * | |
7219 * +----------------------------------+----
7221 * When reading from rectangle textures, keep in mind that the input y coordinates
7222 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7224 shader_addline(buffer, "PARAM nv12_coef = ");
7225 shader_arb_append_imm_vec4(buffer, nv12_coef);
7226 shader_addline(buffer, ";\n");
7228 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7229 /* We only have half the number of chroma pixels. */
7230 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7232 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7234 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7235 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7237 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7239 /* We must not allow filtering horizontally, this would mix U and V.
7240 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7241 * 0.5, so add 0.5. */
7243 /* Convert to non-normalized coordinates so we can find the
7244 * individual pixel. */
7245 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7246 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7247 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7248 * add 0.5 to hit the center of the pixel. */
7249 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7251 /* Convert back to normalized coordinates. */
7252 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7254 /* Clamp, keep the half pixel origin in mind. */
7255 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7256 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7257 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7258 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7260 else
7262 /* The y coordinate for chroma is in the range [size, size + size / 2). */
7263 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7265 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7266 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7267 * add 0.5 to hit the center of the pixel. */
7268 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7270 /* Clamp */
7271 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7272 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7273 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7274 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7275 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7277 /* Read the texture, put the result into the output register. */
7278 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7279 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7281 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7283 /* Add 1/size.x */
7284 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7286 else
7288 /* Add 1 */
7289 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7291 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7292 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7294 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7295 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7296 * values due to filtering. */
7297 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7298 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7300 /* Multiply the y coordinate by 2/3 and clamp it */
7301 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7302 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7303 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7304 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7306 else
7308 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7309 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7310 * is bigger
7312 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7313 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7314 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7316 *luminance = 'a';
7319 /* Context activation is done by the caller. */
7320 static GLuint gen_p8_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7322 GLuint shader;
7323 struct wined3d_string_buffer buffer;
7324 const char *tex_target = arbfp_texture_target(type->res_type);
7326 /* This should not happen because we only use this conversion for
7327 * present blits which don't use color keying. */
7328 if (type->use_color_key)
7329 FIXME("Implement P8 color keying.\n");
7331 /* Shader header */
7332 if (!string_buffer_init(&buffer))
7334 ERR("Failed to initialize shader buffer.\n");
7335 return 0;
7338 GL_EXTCALL(glGenProgramsARB(1, &shader));
7339 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7340 if (!shader)
7342 string_buffer_free(&buffer);
7343 return 0;
7346 shader_addline(&buffer, "!!ARBfp1.0\n");
7347 shader_addline(&buffer, "TEMP index;\n");
7349 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7350 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7352 /* The alpha-component contains the palette index */
7353 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7355 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7356 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7358 /* Use the alpha-component as an index in the palette to get the final color */
7359 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7360 shader_addline(&buffer, "END\n");
7362 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7364 string_buffer_free(&buffer);
7366 return shader;
7369 /* Context activation is done by the caller. */
7370 static void arbfp_blitter_upload_palette(struct wined3d_arbfp_blitter *blitter,
7371 const struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl)
7373 const struct wined3d_palette *palette = texture_gl->t.swapchain ? texture_gl->t.swapchain->palette : NULL;
7374 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
7376 if (!blitter->palette_texture)
7377 gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
7379 GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
7380 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture);
7382 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7384 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7385 /* Make sure we have discrete color levels. */
7386 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7387 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7388 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7389 if (palette)
7391 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7392 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7394 else
7396 static const DWORD black;
7397 FIXME("P8 surface loaded without a palette.\n");
7398 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7399 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7402 /* Switch back to unit 0 in which the 2D texture will be stored. */
7403 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
7406 /* Context activation is done by the caller. */
7407 static GLuint gen_yuv_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7409 GLuint shader;
7410 struct wined3d_string_buffer buffer;
7411 char luminance_component;
7413 if (type->use_color_key)
7414 FIXME("Implement YUV color keying.\n");
7416 /* Shader header */
7417 if (!string_buffer_init(&buffer))
7419 ERR("Failed to initialize shader buffer.\n");
7420 return 0;
7423 GL_EXTCALL(glGenProgramsARB(1, &shader));
7424 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7425 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7426 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7427 if (!shader)
7429 string_buffer_free(&buffer);
7430 return 0;
7433 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7434 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7435 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7436 * each single pixel it contains, and one U and one V value shared between both
7437 * pixels.
7439 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7440 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7441 * take the format into account when generating the read swizzles
7443 * Reading the Y value is straightforward - just sample the texture. The hardware
7444 * takes care of filtering in the horizontal and vertical direction.
7446 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7447 * because that would mix the U and V values of one pixel or two adjacent pixels.
7448 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7449 * regardless of the filtering setting. Vertical filtering works automatically
7450 * though - the U and V values of two rows are mixed nicely.
7452 * Apart of avoiding filtering issues, the code has to know which value it just
7453 * read, and where it can find the other one. To determine this, it checks if
7454 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7456 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7457 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7459 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7460 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7461 * in an unfiltered situation. Finding the luminance on the other hand requires
7462 * finding out if it is an odd or even pixel. The real drawback of this approach
7463 * is filtering. This would have to be emulated completely in the shader, reading
7464 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7465 * vertically. Beyond that it would require adjustments to the texture handling
7466 * code to deal with the width scaling
7468 shader_addline(&buffer, "!!ARBfp1.0\n");
7469 shader_addline(&buffer, "TEMP luminance;\n");
7470 shader_addline(&buffer, "TEMP temp;\n");
7471 shader_addline(&buffer, "TEMP chroma;\n");
7472 shader_addline(&buffer, "TEMP texcrd;\n");
7473 shader_addline(&buffer, "TEMP texcrd2;\n");
7474 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7475 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7476 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7478 switch (type->fixup)
7480 case COMPLEX_FIXUP_UYVY:
7481 case COMPLEX_FIXUP_YUY2:
7482 gen_packed_yuv_read(&buffer, type, &luminance_component);
7483 break;
7485 case COMPLEX_FIXUP_YV12:
7486 gen_yv12_read(&buffer, type, &luminance_component);
7487 break;
7489 case COMPLEX_FIXUP_NV12:
7490 gen_nv12_read(&buffer, type, &luminance_component);
7491 break;
7493 default:
7494 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7495 string_buffer_free(&buffer);
7496 return 0;
7499 /* Calculate the final result. Formula is taken from
7500 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7501 * ranges from -0.5 to 0.5
7503 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7505 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7506 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7507 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7508 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7509 shader_addline(&buffer, "END\n");
7511 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7513 string_buffer_free(&buffer);
7515 return shader;
7518 /* Context activation is done by the caller. */
7519 static GLuint arbfp_gen_plain_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7521 GLuint shader;
7522 struct wined3d_string_buffer buffer;
7523 const char *tex_target = arbfp_texture_target(type->res_type);
7525 /* Shader header */
7526 if (!string_buffer_init(&buffer))
7528 ERR("Failed to initialize shader buffer.\n");
7529 return 0;
7532 GL_EXTCALL(glGenProgramsARB(1, &shader));
7533 if (!shader)
7535 string_buffer_free(&buffer);
7536 return 0;
7538 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7540 shader_addline(&buffer, "!!ARBfp1.0\n");
7542 if (type->use_color_key)
7544 shader_addline(&buffer, "TEMP color;\n");
7545 shader_addline(&buffer, "TEMP less, greater;\n");
7546 shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW);
7547 shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH);
7548 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7549 shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */
7550 shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */
7551 shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */
7552 shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */
7553 shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */
7554 shader_addline(&buffer, "KIL -less;\n"); /* discard if true */
7555 shader_addline(&buffer, "MOV result.color, color;\n");
7557 else
7559 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7562 shader_addline(&buffer, "END\n");
7564 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7566 string_buffer_free(&buffer);
7568 return shader;
7571 /* Context activation is done by the caller. */
7572 static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wined3d_context_gl *context_gl,
7573 const struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
7574 const struct wined3d_color_key *color_key)
7576 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
7577 enum complex_fixup fixup;
7578 struct wine_rb_entry *entry;
7579 struct arbfp_blit_type type;
7580 struct arbfp_blit_desc *desc;
7581 struct wined3d_color float_color_key[2];
7582 struct wined3d_vec4 size;
7583 unsigned int level;
7584 GLuint shader;
7586 level = sub_resource_idx % texture_gl->t.level_count;
7587 size.x = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
7588 size.y = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
7589 size.z = 1.0f;
7590 size.w = 1.0f;
7592 if (is_complex_fixup(texture_gl->t.resource.format->color_fixup))
7593 fixup = get_complex_fixup(texture_gl->t.resource.format->color_fixup);
7594 else
7595 fixup = COMPLEX_FIXUP_NONE;
7597 switch (texture_gl->target)
7599 case GL_TEXTURE_1D:
7600 type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
7601 break;
7603 case GL_TEXTURE_2D:
7604 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7605 break;
7607 case GL_TEXTURE_3D:
7608 type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
7609 break;
7611 case GL_TEXTURE_CUBE_MAP_ARB:
7612 type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
7613 break;
7615 case GL_TEXTURE_RECTANGLE_ARB:
7616 type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
7617 break;
7619 default:
7620 ERR("Unexpected GL texture type %#x.\n", texture_gl->target);
7621 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7623 type.fixup = fixup;
7624 type.use_color_key = !!color_key;
7625 type.padding = 0;
7627 if ((entry = wine_rb_get(&blitter->shaders, &type)))
7629 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7630 shader = desc->shader;
7632 else
7634 switch (fixup)
7636 case COMPLEX_FIXUP_NONE:
7637 if (!is_identity_fixup(texture_gl->t.resource.format->color_fixup))
7638 FIXME("Implement support for sign or swizzle fixups.\n");
7639 shader = arbfp_gen_plain_shader(gl_info, &type);
7640 break;
7642 case COMPLEX_FIXUP_P8:
7643 shader = gen_p8_shader(gl_info, &type);
7644 break;
7646 case COMPLEX_FIXUP_YUY2:
7647 case COMPLEX_FIXUP_UYVY:
7648 case COMPLEX_FIXUP_YV12:
7649 case COMPLEX_FIXUP_NV12:
7650 shader = gen_yuv_shader(gl_info, &type);
7651 break;
7653 default:
7654 FIXME("Unsupported fixup %#x.\n", fixup);
7655 return E_NOTIMPL;
7658 if (!shader)
7660 ERR("Failed to get shader for fixup %#x.\n", fixup);
7661 return E_NOTIMPL;
7664 if (!(desc = heap_alloc(sizeof(*desc))))
7665 goto err_out;
7667 desc->type = type;
7668 desc->shader = shader;
7669 if (wine_rb_put(&blitter->shaders, &desc->type, &desc->entry) == -1)
7671 err_out:
7672 ERR("Out of memory\n");
7673 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7674 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7675 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7676 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7677 heap_free(desc);
7678 return E_OUTOFMEMORY;
7682 if (fixup == COMPLEX_FIXUP_P8)
7683 arbfp_blitter_upload_palette(blitter, texture_gl, context_gl);
7685 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7686 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7687 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7688 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7689 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, &size.x));
7690 checkGLcall("glProgramLocalParameter4fvARB");
7691 if (type.use_color_key)
7693 wined3d_format_get_float_color_key(texture_gl->t.resource.format, color_key, float_color_key);
7694 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7695 ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
7696 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7697 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r));
7698 checkGLcall("glProgramLocalParameter4fvARB");
7701 return WINED3D_OK;
7704 /* Context activation is done by the caller. */
7705 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7707 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7708 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7711 static BOOL arbfp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
7712 const struct wined3d_resource *src_resource, DWORD src_location,
7713 const struct wined3d_resource *dst_resource, DWORD dst_location)
7715 const struct wined3d_format *src_format = src_resource->format;
7716 const struct wined3d_format *dst_format = dst_resource->format;
7717 enum complex_fixup src_fixup;
7718 BOOL decompress;
7720 if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
7721 return FALSE;
7723 if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
7725 if (dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
7726 blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
7727 else
7728 blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
7731 switch (blit_op)
7733 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
7734 if (!context->d3d_info->shader_color_key)
7736 /* The conversion modifies the alpha channel so the color key might no longer match. */
7737 TRACE("Color keying not supported with converted textures.\n");
7738 return FALSE;
7740 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
7741 case WINED3D_BLIT_OP_COLOR_BLIT:
7742 break;
7744 default:
7745 TRACE("Unsupported blit_op=%d\n", blit_op);
7746 return FALSE;
7749 decompress = (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
7750 && !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
7751 if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
7752 return FALSE;
7754 src_fixup = get_complex_fixup(src_format->color_fixup);
7755 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7757 TRACE("Checking support for fixup:\n");
7758 dump_color_fixup_desc(src_format->color_fixup);
7761 if (!is_identity_fixup(dst_format->color_fixup)
7762 && (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE))
7764 TRACE("Destination fixups are not supported\n");
7765 return FALSE;
7768 if (is_identity_fixup(src_format->color_fixup))
7770 TRACE("[OK]\n");
7771 return TRUE;
7774 /* We only support YUV conversions. */
7775 if (!is_complex_fixup(src_format->color_fixup))
7777 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
7779 WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
7780 return TRUE;
7783 TRACE("[FAILED]\n");
7784 return FALSE;
7787 switch(src_fixup)
7789 case COMPLEX_FIXUP_YUY2:
7790 case COMPLEX_FIXUP_UYVY:
7791 case COMPLEX_FIXUP_YV12:
7792 case COMPLEX_FIXUP_NV12:
7793 case COMPLEX_FIXUP_P8:
7794 TRACE("[OK]\n");
7795 return TRUE;
7797 default:
7798 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7799 TRACE("[FAILED]\n");
7800 return FALSE;
7804 static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
7805 struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
7806 DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
7807 unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
7808 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
7810 struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
7811 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
7812 struct wined3d_device *device = dst_texture->resource.device;
7813 struct wined3d_texture *staging_texture = NULL;
7814 struct wined3d_arbfp_blitter *arbfp_blitter;
7815 struct wined3d_color_key alpha_test_key;
7816 struct wined3d_blitter *next;
7817 unsigned int src_level;
7818 RECT s, d;
7820 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
7821 "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n",
7822 blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
7823 wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
7824 wine_dbgstr_rect(dst_rect), color_key, debug_d3dtexturefiltertype(filter));
7826 if (!arbfp_blit_supported(op, context, &src_texture->resource, src_location,
7827 &dst_texture->resource, dst_location))
7829 if (!(next = blitter->next))
7831 ERR("No blitter to handle blit op %#x.\n", op);
7832 return dst_location;
7835 TRACE("Forwarding to blitter %p.\n", next);
7836 return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
7837 src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, color_key, filter);
7840 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
7842 if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
7844 struct wined3d_resource_desc desc;
7845 struct wined3d_box upload_box;
7846 HRESULT hr;
7848 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
7850 src_level = src_sub_resource_idx % src_texture->level_count;
7851 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
7852 desc.format = src_texture->resource.format->id;
7853 desc.multisample_type = src_texture->resource.multisample_type;
7854 desc.multisample_quality = src_texture->resource.multisample_quality;
7855 desc.usage = WINED3DUSAGE_PRIVATE;
7856 desc.bind_flags = 0;
7857 desc.access = WINED3D_RESOURCE_ACCESS_GPU;
7858 desc.width = wined3d_texture_get_level_width(src_texture, src_level);
7859 desc.height = wined3d_texture_get_level_height(src_texture, src_level);
7860 desc.depth = 1;
7861 desc.size = 0;
7863 if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
7864 NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
7866 ERR("Failed to create staging texture, hr %#x.\n", hr);
7867 return dst_location;
7870 wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
7871 wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
7872 src_texture, src_sub_resource_idx, &upload_box);
7874 src_texture = staging_texture;
7875 src_texture_gl = wined3d_texture_gl(src_texture);
7876 src_sub_resource_idx = 0;
7878 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7879 && (src_texture->sub_resources[src_sub_resource_idx].locations
7880 & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE)) == WINED3D_LOCATION_DRAWABLE
7881 && !wined3d_resource_is_offscreen(&src_texture->resource))
7884 /* Without FBO blits transferring from the drawable to the texture is
7885 * expensive, because we have to flip the data in sysmem. Since we can
7886 * flip in the blitter, we don't actually need that flip anyway. So we
7887 * use the surface's texture as scratch texture, and flip the source
7888 * rectangle instead. */
7889 texture2d_load_fb_texture(src_texture_gl, src_sub_resource_idx, FALSE, context);
7891 s = *src_rect;
7892 src_level = src_sub_resource_idx % src_texture->level_count;
7893 s.top = wined3d_texture_get_level_height(src_texture, src_level) - s.top;
7894 s.bottom = wined3d_texture_get_level_height(src_texture, src_level) - s.bottom;
7895 src_rect = &s;
7897 else
7899 wined3d_texture_load(src_texture, context, FALSE);
7902 wined3d_context_gl_apply_ffp_blit_state(context_gl, device);
7904 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7906 d = *dst_rect;
7907 wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &d);
7908 dst_rect = &d;
7911 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
7913 GLenum buffer;
7915 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7917 TRACE("Destination texture %p is onscreen.\n", dst_texture);
7918 buffer = wined3d_texture_get_gl_buffer(dst_texture);
7920 else
7922 TRACE("Destination texture %p is offscreen.\n", dst_texture);
7923 buffer = GL_COLOR_ATTACHMENT0;
7925 wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
7926 &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
7927 wined3d_context_gl_set_draw_buffer(context_gl, buffer);
7928 wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
7929 context_invalidate_state(context, STATE_FRAMEBUFFER);
7932 if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
7934 const struct wined3d_format *fmt = src_texture->resource.format;
7935 alpha_test_key.color_space_low_value = 0;
7936 alpha_test_key.color_space_high_value = ~(((1u << fmt->alpha_size) - 1) << fmt->alpha_offset);
7937 color_key = &alpha_test_key;
7940 arbfp_blit_set(arbfp_blitter, context_gl, src_texture_gl, src_sub_resource_idx, color_key);
7942 /* Draw a textured quad */
7943 wined3d_context_gl_draw_textured_quad(context_gl, src_texture_gl,
7944 src_sub_resource_idx, src_rect, dst_rect, filter);
7946 /* Leave the opengl state valid for blitting */
7947 arbfp_blit_unset(context_gl->gl_info);
7949 if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture))
7950 context_gl->gl_info->gl_ops.gl.p_glFlush();
7952 if (staging_texture)
7953 wined3d_texture_decref(staging_texture);
7955 return dst_location;
7958 static void arbfp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
7959 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
7960 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
7962 struct wined3d_blitter *next;
7964 if ((next = blitter->next))
7965 next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
7966 clear_rects, draw_rect, flags, colour, depth, stencil);
7969 static const struct wined3d_blitter_ops arbfp_blitter_ops =
7971 arbfp_blitter_destroy,
7972 arbfp_blitter_clear,
7973 arbfp_blitter_blit,
7976 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device)
7978 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7979 struct wined3d_arbfp_blitter *blitter;
7981 if (device->shader_backend != &arb_program_shader_backend
7982 && device->shader_backend != &glsl_shader_backend)
7983 return;
7985 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7986 return;
7988 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
7989 return;
7991 if (!(blitter = heap_alloc(sizeof(*blitter))))
7993 ERR("Failed to allocate blitter.\n");
7994 return;
7997 TRACE("Created blitter %p.\n", blitter);
7999 blitter->blitter.ops = &arbfp_blitter_ops;
8000 blitter->blitter.next = *next;
8001 wine_rb_init(&blitter->shaders, arbfp_blit_type_compare);
8002 blitter->palette_texture = 0;
8003 *next = &blitter->blitter;