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
31 #include "wine/port.h"
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
41 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf
);
43 static BOOL
shader_is_pshader_version(enum wined3d_shader_type type
)
45 return type
== WINED3D_SHADER_TYPE_PIXEL
;
48 static BOOL
shader_is_vshader_version(enum wined3d_shader_type type
)
50 return type
== WINED3D_SHADER_TYPE_VERTEX
;
53 static const char *get_line(const char **ptr
)
58 if (!(q
= strstr(p
, "\n")))
80 static const char *arb_get_helper_value(enum wined3d_shader_type shader
, enum arb_helper_value value
)
82 if (shader
!= WINED3D_SHADER_TYPE_VERTEX
&& shader
!= WINED3D_SHADER_TYPE_PIXEL
)
84 ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader
));
88 if (shader
== WINED3D_SHADER_TYPE_PIXEL
)
92 case ARB_ZERO
: return "ps_helper_const.x";
93 case ARB_ONE
: return "ps_helper_const.y";
94 case ARB_TWO
: return "coefmul.x";
95 case ARB_0001
: return "ps_helper_const.xxxy";
96 case ARB_EPS
: return "ps_helper_const.z";
104 case ARB_ZERO
: return "helper_const.x";
105 case ARB_ONE
: return "helper_const.y";
106 case ARB_TWO
: return "helper_const.z";
107 case ARB_EPS
: return "helper_const.w";
108 case ARB_0001
: return "helper_const.xxxy";
109 case ARB_VS_REL_OFFSET
: return "rel_addr_const.y";
112 FIXME("Unmanaged %s shader helper constant requested: %u.\n",
113 shader
== WINED3D_SHADER_TYPE_PIXEL
? "pixel" : "vertex", value
);
116 case ARB_ZERO
: return "0.0";
117 case ARB_ONE
: return "1.0";
118 case ARB_TWO
: return "2.0";
119 case ARB_0001
: return "{0.0, 0.0, 0.0, 1.0}";
120 case ARB_EPS
: return "1e-8";
121 default: return "bad";
125 static inline BOOL
ffp_clip_emul(const struct wined3d_context
*context
)
127 return context
->lowest_disabled_stage
< 7;
130 /* ARB_program_shader private data */
149 struct wined3d_shader_loop_control loop_control
;
153 struct arb_ps_np2fixup_info
155 struct ps_np2fixup_info super
;
156 /* For ARB we need an offset value:
157 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
158 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
159 * array we need an offset to the index inside the program local parameter array. */
163 struct arb_ps_compile_args
165 struct ps_compile_args super
;
167 WORD clip
; /* only a boolean, use a WORD for alignment */
168 unsigned char loop_ctrl
[WINED3D_MAX_CONSTS_I
][3];
171 struct stb_const_desc
173 unsigned char texunit
;
177 struct arb_ps_compiled_shader
179 struct arb_ps_compile_args args
;
180 struct arb_ps_np2fixup_info np2fixup_info
;
181 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
182 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
183 UINT int_consts
[WINED3D_MAX_CONSTS_I
];
186 unsigned char numbumpenvmatconsts
;
190 struct arb_vs_compile_args
192 struct vs_compile_args super
;
198 unsigned char clip_texcoord
;
199 unsigned char clipplane_mask
;
201 DWORD boolclip_compare
;
206 unsigned char samplers
[4];
207 DWORD samplers_compare
;
209 unsigned char loop_ctrl
[WINED3D_MAX_CONSTS_I
][3];
212 struct arb_vs_compiled_shader
214 struct arb_vs_compile_args args
;
216 UINT int_consts
[WINED3D_MAX_CONSTS_I
];
218 char need_color_unclamp
;
222 struct recorded_instruction
224 struct wined3d_shader_instruction ins
;
228 struct shader_arb_ctx_priv
233 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
235 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
237 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
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
;
250 unsigned int num_loops
, loop_depth
, num_ifcs
;
252 BOOL ps_post_process
;
254 unsigned int vs_clipplanes
;
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
];
269 struct wined3d_shader_signature sig
;
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
;
282 struct arb_vshader_private
{
283 struct arb_vs_compiled_shader
*gl_shaders
;
284 UINT num_gl_shaders
, shader_array_size
;
288 struct shader_arb_priv
290 GLuint current_vprogram_id
;
291 GLuint current_fprogram_id
;
292 const struct arb_ps_compiled_shader
*compiled_fprog
;
293 const struct arb_vs_compiled_shader
*compiled_vprog
;
294 GLuint depth_blt_vprogram_id
;
295 GLuint depth_blt_fprogram_id_full
[WINED3D_GL_RES_TYPE_COUNT
];
296 GLuint depth_blt_fprogram_id_masked
[WINED3D_GL_RES_TYPE_COUNT
];
297 BOOL use_arbfp_fixed_func
;
298 struct wine_rb_tree fragment_shaders
;
299 BOOL last_ps_const_clamped
;
300 BOOL last_vs_color_unclamp
;
302 struct wine_rb_tree signature_tree
;
305 unsigned int highest_dirty_ps_const
, highest_dirty_vs_const
;
306 char vshader_const_dirty
[WINED3D_MAX_VS_CONSTS_F
];
307 char pshader_const_dirty
[WINED3D_MAX_PS_CONSTS_F
];
308 const struct wined3d_context
*last_context
;
310 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
311 const struct fragment_pipeline
*fragment_pipe
;
312 BOOL ffp_proj_control
;
315 /* Context activation for state handlers is done by the caller. */
317 static BOOL
need_rel_addr_const(const struct arb_vshader_private
*shader_data
,
318 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
320 if (shader_data
->rel_offset
) return TRUE
;
321 if (!reg_maps
->usesmova
) return FALSE
;
322 return !gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
];
325 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
326 static inline BOOL
use_nv_clip(const struct wined3d_gl_info
*gl_info
)
328 return gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]
329 && !(gl_info
->quirks
& WINED3D_QUIRK_NV_CLIP_BROKEN
);
332 static BOOL
need_helper_const(const struct arb_vshader_private
*shader_data
,
333 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
335 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
)) return TRUE
;
336 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
]) return TRUE
; /* Need to init colors. */
337 if (gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
) return TRUE
; /* Load the immval offset. */
338 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) return TRUE
; /* Have to init texcoords. */
339 if (!use_nv_clip(gl_info
)) return TRUE
; /* Init the clip texcoord */
340 if (reg_maps
->usesnrm
) return TRUE
; /* 0.0 */
341 if (reg_maps
->usespow
) return TRUE
; /* EPS, 0.0 and 1.0 */
342 if (reg_maps
->fog
) return TRUE
; /* Clamping fog coord, 0.0 and 1.0 */
346 static unsigned int reserved_vs_const(const struct arb_vshader_private
*shader_data
,
347 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
)
349 unsigned int ret
= 1;
350 /* We use one PARAM for the pos fixup, and in some cases one to load
351 * some immediate values into the shader. */
352 if (need_helper_const(shader_data
, reg_maps
, gl_info
)) ++ret
;
353 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
)) ++ret
;
357 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
358 * When constant_list == NULL, it will load all the constants.
360 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
361 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
363 /* Context activation is done by the caller. */
364 static unsigned int shader_arb_load_constants_f(const struct wined3d_shader
*shader
,
365 const struct wined3d_gl_info
*gl_info
, GLuint target_type
, unsigned int max_constants
,
366 const struct wined3d_vec4
*constants
, char *dirty_consts
)
368 struct wined3d_shader_lconst
*lconst
;
369 unsigned int ret
, i
, j
;
371 if (TRACE_ON(d3d_constants
))
373 for (i
= 0; i
< max_constants
; ++i
)
375 if (!dirty_consts
[i
])
377 TRACE_(d3d_constants
)("Loading constant %u: %s.\n", i
, debug_vec4(&constants
[i
]));
383 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
384 if (target_type
== GL_FRAGMENT_PROGRAM_ARB
&& shader
->reg_maps
.shader_version
.major
== 1)
387 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
388 * shaders, the first 8 constants are marked dirty for reload
390 for (; i
< min(8, max_constants
); ++i
)
392 if (!dirty_consts
[i
])
396 if (constants
[i
].x
> 1.0f
)
398 else if (constants
[i
].x
< -1.0f
)
399 lcl_const
[0] = -1.0f
;
401 lcl_const
[0] = constants
[i
].x
;
403 if (constants
[i
].y
> 1.0f
)
405 else if (constants
[i
].y
< -1.0f
)
406 lcl_const
[1] = -1.0f
;
408 lcl_const
[1] = constants
[i
].y
;
410 if (constants
[i
].z
> 1.0f
)
412 else if (constants
[i
].z
< -1.0f
)
413 lcl_const
[2] = -1.0f
;
415 lcl_const
[2] = constants
[i
].z
;
417 if (constants
[i
].w
> 1.0f
)
419 else if (constants
[i
].w
< -1.0f
)
420 lcl_const
[3] = -1.0f
;
422 lcl_const
[3] = constants
[i
].w
;
424 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, lcl_const
));
427 /* If further constants are dirty, reload them without clamping.
429 * The alternative is not to touch them, but then we cannot reset the dirty constant count
430 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
431 * above would always re-check the first 8 constants since max_constant remains at the init
436 if (gl_info
->supported
[EXT_GPU_PROGRAM_PARAMETERS
])
438 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
439 * or just reloading *all* constants at once
441 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
443 for (; i
< max_constants
; ++i
)
445 if (!dirty_consts
[i
])
448 /* Find the next block of dirty constants */
451 for (++i
; (i
< max_constants
) && dirty_consts
[i
]; ++i
)
456 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type
, j
, i
- j
, &constants
[j
].x
));
461 for (; i
< max_constants
; ++i
)
466 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, i
, &constants
[i
].x
));
470 checkGLcall("glProgramEnvParameter4fvARB()");
472 /* Load immediate constants */
473 if (shader
->load_local_constsF
)
475 if (TRACE_ON(d3d_shader
))
477 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
479 GLfloat
* values
= (GLfloat
*)lconst
->value
;
480 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
481 values
[0], values
[1], values
[2], values
[3]);
484 /* Immediate constants are clamped for 1.X shaders at loading times */
486 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
488 dirty_consts
[lconst
->idx
] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
489 ret
= max(ret
, lconst
->idx
+ 1);
490 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type
, lconst
->idx
, (GLfloat
*)lconst
->value
));
492 checkGLcall("glProgramEnvParameter4fvARB()");
493 return ret
; /* The loaded immediate constants need reloading for the next shader */
495 return 0; /* No constants are dirty now */
499 /* Loads the texture dimensions for NP2 fixup into the currently set
500 * ARB_[vertex/fragment]_programs. */
501 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info
*fixup
,
502 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
504 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
505 WORD active
= fixup
->super
.active
;
511 for (i
= 0; active
; active
>>= 1, ++i
)
513 const struct wined3d_texture
*tex
= state
->textures
[i
];
514 unsigned char idx
= fixup
->super
.idx
[i
];
515 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
522 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
528 tex_dim
[2] = tex
->pow2_matrix
[0];
529 tex_dim
[3] = tex
->pow2_matrix
[5];
533 tex_dim
[0] = tex
->pow2_matrix
[0];
534 tex_dim
[1] = tex
->pow2_matrix
[5];
538 for (i
= 0; i
< fixup
->super
.num_consts
; ++i
)
540 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
541 fixup
->offset
+ i
, &np2fixup_constants
[i
* 4]));
545 /* Context activation is done by the caller. */
546 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader
*gl_shader
,
547 const struct wined3d_context
*context
, const struct wined3d_state
*state
, UINT rt_height
)
549 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
552 for(i
= 0; i
< gl_shader
->numbumpenvmatconsts
; i
++)
554 int texunit
= gl_shader
->bumpenvmatconst
[i
].texunit
;
556 /* The state manager takes care that this function is always called if the bump env matrix changes */
557 const float *data
= (const float *)&state
->texture_states
[texunit
][WINED3D_TSS_BUMPENV_MAT00
];
558 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
559 gl_shader
->bumpenvmatconst
[i
].const_num
, data
));
561 if (gl_shader
->luminanceconst
[i
].const_num
!= WINED3D_CONST_NUM_UNUSED
)
563 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
564 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
565 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
566 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
568 const float *scale
= (const float *)&state
->texture_states
[texunit
][WINED3D_TSS_BUMPENV_LSCALE
];
569 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
570 gl_shader
->luminanceconst
[i
].const_num
, scale
));
573 checkGLcall("Load bumpmap consts");
575 if(gl_shader
->ycorrection
!= WINED3D_CONST_NUM_UNUSED
)
577 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
578 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
583 val
[0] = context
->render_offscreen
? 0.0f
: (float) rt_height
;
584 val
[1] = context
->render_offscreen
? 1.0f
: -1.0f
;
587 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->ycorrection
, val
));
588 checkGLcall("y correction loading");
591 if (!gl_shader
->num_int_consts
) return;
593 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
595 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
598 val
[0] = (float)state
->ps_consts_i
[i
].x
;
599 val
[1] = (float)state
->ps_consts_i
[i
].y
;
600 val
[2] = (float)state
->ps_consts_i
[i
].z
;
603 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
606 checkGLcall("Load ps int consts");
609 /* Context activation is done by the caller. */
610 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader
*gl_shader
,
611 const struct wined3d_context
*context
, const struct wined3d_state
*state
)
613 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
614 float position_fixup
[4];
617 /* Upload the position fixup */
618 shader_get_position_fixup(context
, state
, position_fixup
);
619 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->pos_fixup
, position_fixup
));
621 if (!gl_shader
->num_int_consts
) return;
623 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
625 if(gl_shader
->int_consts
[i
] != WINED3D_CONST_NUM_UNUSED
)
628 val
[0] = (float)state
->vs_consts_i
[i
].x
;
629 val
[1] = (float)state
->vs_consts_i
[i
].y
;
630 val
[2] = (float)state
->vs_consts_i
[i
].z
;
633 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB
, gl_shader
->int_consts
[i
], val
));
636 checkGLcall("Load vs int consts");
639 static void shader_arb_select(void *shader_priv
, struct wined3d_context
*context
,
640 const struct wined3d_state
*state
);
643 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
645 * We only support float constants in ARB at the moment, so don't
646 * worry about the Integers or Booleans
648 /* Context activation is done by the caller (state handler). */
649 static void shader_arb_load_constants_internal(struct shader_arb_priv
*priv
,
650 struct wined3d_context
*context
, const struct wined3d_state
*state
,
651 BOOL usePixelShader
, BOOL useVertexShader
, BOOL from_shader_select
)
653 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
654 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
656 if (!from_shader_select
)
658 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
659 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
662 && (vshader
->reg_maps
.boolean_constants
663 || (!gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]
664 && (vshader
->reg_maps
.integer_constants
& ~vshader
->reg_maps
.local_int_consts
))))
666 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
667 shader_arb_select(priv
, context
, state
);
670 && (pshader
->reg_maps
.boolean_constants
671 || (!gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
]
672 && (pshader
->reg_maps
.integer_constants
& ~pshader
->reg_maps
.local_int_consts
))))
674 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
675 shader_arb_select(priv
, context
, state
);
679 if (context
!= priv
->last_context
)
681 memset(priv
->vshader_const_dirty
, 1,
682 sizeof(*priv
->vshader_const_dirty
) * d3d_info
->limits
.vs_uniform_count
);
683 priv
->highest_dirty_vs_const
= d3d_info
->limits
.vs_uniform_count
;
685 memset(priv
->pshader_const_dirty
, 1,
686 sizeof(*priv
->pshader_const_dirty
) * d3d_info
->limits
.ps_uniform_count
);
687 priv
->highest_dirty_ps_const
= d3d_info
->limits
.ps_uniform_count
;
689 priv
->last_context
= context
;
694 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
695 const struct arb_vs_compiled_shader
*gl_shader
= priv
->compiled_vprog
;
697 /* Load DirectX 9 float constants for vertex shader */
698 priv
->highest_dirty_vs_const
= shader_arb_load_constants_f(vshader
, gl_info
, GL_VERTEX_PROGRAM_ARB
,
699 priv
->highest_dirty_vs_const
, state
->vs_consts_f
, priv
->vshader_const_dirty
);
700 shader_arb_vs_local_constants(gl_shader
, context
, state
);
705 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
706 const struct arb_ps_compiled_shader
*gl_shader
= priv
->compiled_fprog
;
707 UINT rt_height
= state
->fb
->render_targets
[0]->height
;
709 /* Load DirectX 9 float constants for pixel shader */
710 priv
->highest_dirty_ps_const
= shader_arb_load_constants_f(pshader
, gl_info
, GL_FRAGMENT_PROGRAM_ARB
,
711 priv
->highest_dirty_ps_const
, state
->ps_consts_f
, priv
->pshader_const_dirty
);
712 shader_arb_ps_local_constants(gl_shader
, context
, state
, rt_height
);
714 if (context
->constant_update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
715 shader_arb_load_np2fixup_constants(&gl_shader
->np2fixup_info
, gl_info
, state
);
719 static void shader_arb_load_constants(void *shader_priv
, struct wined3d_context
*context
,
720 const struct wined3d_state
*state
)
722 BOOL vs
= use_vs(state
);
723 BOOL ps
= use_ps(state
);
725 shader_arb_load_constants_internal(shader_priv
, context
, state
, ps
, vs
, FALSE
);
728 static void shader_arb_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
730 struct wined3d_context
*context
= context_get_current();
731 struct shader_arb_priv
*priv
= device
->shader_priv
;
733 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
734 * context. On a context switch the old context will be fully dirtified */
735 if (!context
|| context
->swapchain
->device
!= device
) return;
737 memset(priv
->vshader_const_dirty
+ start
, 1, sizeof(*priv
->vshader_const_dirty
) * count
);
738 priv
->highest_dirty_vs_const
= max(priv
->highest_dirty_vs_const
, start
+ count
);
741 static void shader_arb_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
743 struct wined3d_context
*context
= context_get_current();
744 struct shader_arb_priv
*priv
= device
->shader_priv
;
746 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
747 * context. On a context switch the old context will be fully dirtified */
748 if (!context
|| context
->swapchain
->device
!= device
) return;
750 memset(priv
->pshader_const_dirty
+ start
, 1, sizeof(*priv
->pshader_const_dirty
) * count
);
751 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, start
+ count
);
754 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
758 wined3d_ftoa(values
[0], str
[0]);
759 wined3d_ftoa(values
[1], str
[1]);
760 wined3d_ftoa(values
[2], str
[2]);
761 wined3d_ftoa(values
[3], str
[3]);
762 shader_addline(buffer
, "{%s, %s, %s, %s}", str
[0], str
[1], str
[2], str
[3]);
765 /* Generate the variable & register declarations for the ARB_vertex_program output target */
766 static void shader_generate_arb_declarations(const struct wined3d_shader
*shader
,
767 const struct wined3d_shader_reg_maps
*reg_maps
, struct wined3d_string_buffer
*buffer
,
768 const struct wined3d_gl_info
*gl_info
, DWORD
*num_clipplanes
,
769 const struct shader_arb_ctx_priv
*ctx
)
772 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
773 const struct wined3d_shader_lconst
*lconst
;
774 unsigned max_constantsF
;
777 /* In pixel shaders, all private constants are program local, we don't need anything
778 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
779 * If we need a private constant the GL implementation will squeeze it in somewhere
781 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
782 * immediate values. The posFixup is loaded using program.env for now, so always
783 * subtract one from the number of constants. If the shader uses indirect addressing,
784 * account for the helper const too because we have to declare all available d3d constants
785 * and don't know which are actually used.
789 max_constantsF
= gl_info
->limits
.arb_ps_native_constants
;
790 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
791 if (max_constantsF
< 24)
792 max_constantsF
= gl_info
->limits
.arb_ps_float_constants
;
796 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
797 max_constantsF
= gl_info
->limits
.arb_vs_native_constants
;
798 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
799 * Also prevents max_constantsF from becoming less than 0 and
801 if (max_constantsF
< 96)
802 max_constantsF
= gl_info
->limits
.arb_vs_float_constants
;
804 if (reg_maps
->usesrelconstF
)
806 DWORD highest_constf
= 0, clip_limit
;
808 max_constantsF
-= reserved_vs_const(shader_data
, reg_maps
, gl_info
);
809 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
810 max_constantsF
-= gl_info
->reserved_arb_constants
;
812 for (i
= 0; i
< shader
->limits
->constant_float
; ++i
)
815 DWORD shift
= i
& 0x1f;
816 if (reg_maps
->constf
[idx
] & (1u << shift
))
820 if(use_nv_clip(gl_info
) && ctx
->target_version
>= NV2
)
822 if(ctx
->cur_vs_args
->super
.clip_enabled
)
823 clip_limit
= gl_info
->limits
.clipplanes
;
829 unsigned int mask
= ctx
->cur_vs_args
->clip
.boolclip
.clipplane_mask
;
830 clip_limit
= min(wined3d_popcount(mask
), 4);
832 *num_clipplanes
= min(clip_limit
, max_constantsF
- highest_constf
- 1);
833 max_constantsF
-= *num_clipplanes
;
834 if(*num_clipplanes
< clip_limit
)
836 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes
, gl_info
->limits
.clipplanes
);
841 if (ctx
->target_version
>= NV2
) *num_clipplanes
= gl_info
->limits
.clipplanes
;
842 else *num_clipplanes
= min(gl_info
->limits
.clipplanes
, 4);
846 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
848 if (map
& 1) shader_addline(buffer
, "TEMP R%u;\n", i
);
851 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
853 if (map
& 1) shader_addline(buffer
, "ADDRESS A%u;\n", i
);
856 if (pshader
&& reg_maps
->shader_version
.major
== 1 && reg_maps
->shader_version
.minor
<= 3)
858 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
860 if (map
& 1) shader_addline(buffer
, "TEMP T%u;\n", i
);
864 if (!shader
->load_local_constsF
)
866 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
869 value
= (const float *)lconst
->value
;
870 shader_addline(buffer
, "PARAM C%u = ", lconst
->idx
);
871 shader_arb_append_imm_vec4(buffer
, value
);
872 shader_addline(buffer
, ";\n");
876 /* After subtracting privately used constants from the hardware limit(they are loaded as
877 * local constants), make sure the shader doesn't violate the env constant limit
881 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_ps_float_constants
);
885 max_constantsF
= min(max_constantsF
, gl_info
->limits
.arb_vs_float_constants
);
888 /* Avoid declaring more constants than needed */
889 max_constantsF
= min(max_constantsF
, shader
->limits
->constant_float
);
891 /* we use the array-based constants array if the local constants are marked for loading,
892 * because then we use indirect addressing, or when the local constant list is empty,
893 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
894 * local constants do not declare the loaded constants as an array because ARB compilers usually
895 * do not optimize unused constants away
897 if (reg_maps
->usesrelconstF
)
899 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
900 shader_addline(buffer
, "PARAM C[%d] = { program.env[0..%d] };\n",
901 max_constantsF
, max_constantsF
- 1);
905 for (i
= 0; i
< max_constantsF
; ++i
)
909 mask
= 1u << (i
& 0x1fu
);
910 if (!shader_constant_is_local(shader
, i
) && (reg_maps
->constf
[idx
] & mask
))
912 shader_addline(buffer
, "PARAM C%d = program.env[%d];\n",i
, i
);
918 static const char * const shift_tab
[] = {
919 "dummy", /* 0 (none) */
920 "coefmul.x", /* 1 (x2) */
921 "coefmul.y", /* 2 (x4) */
922 "coefmul.z", /* 3 (x8) */
923 "coefmul.w", /* 4 (x16) */
924 "dummy", /* 5 (x32) */
925 "dummy", /* 6 (x64) */
926 "dummy", /* 7 (x128) */
927 "dummy", /* 8 (d256) */
928 "dummy", /* 9 (d128) */
929 "dummy", /* 10 (d64) */
930 "dummy", /* 11 (d32) */
931 "coefdiv.w", /* 12 (d16) */
932 "coefdiv.z", /* 13 (d8) */
933 "coefdiv.y", /* 14 (d4) */
934 "coefdiv.x" /* 15 (d2) */
937 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction
*ins
,
938 const struct wined3d_shader_dst_param
*dst
, char *write_mask
)
940 char *ptr
= write_mask
;
942 if (dst
->write_mask
!= WINED3DSP_WRITEMASK_ALL
)
945 if (dst
->write_mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
946 if (dst
->write_mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
947 if (dst
->write_mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
948 if (dst
->write_mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
954 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param
*param
, BOOL fixup
, char *swizzle_str
)
956 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
957 * but addressed as "rgba". To fix this we need to swap the register's x
958 * and z components. */
959 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
960 char *ptr
= swizzle_str
;
962 /* swizzle bits fields: wwzzyyxx */
963 DWORD swizzle
= param
->swizzle
;
964 DWORD swizzle_x
= swizzle
& 0x03;
965 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
966 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
967 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
969 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
970 * generate a swizzle string. Unless we need to our own swizzling. */
971 if (swizzle
!= WINED3DSP_NOSWIZZLE
|| fixup
)
974 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
975 *ptr
++ = swizzle_chars
[swizzle_x
];
977 *ptr
++ = swizzle_chars
[swizzle_x
];
978 *ptr
++ = swizzle_chars
[swizzle_y
];
979 *ptr
++ = swizzle_chars
[swizzle_z
];
980 *ptr
++ = swizzle_chars
[swizzle_w
];
987 static void shader_arb_request_a0(const struct wined3d_shader_instruction
*ins
, const char *src
)
989 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
990 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
992 if (!strcmp(priv
->addr_reg
, src
)) return;
994 strcpy(priv
->addr_reg
, src
);
995 shader_addline(buffer
, "ARL A0.x, %s;\n", src
);
998 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
999 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
);
1001 static void shader_arb_get_register_name(const struct wined3d_shader_instruction
*ins
,
1002 const struct wined3d_shader_register
*reg
, char *register_name
, BOOL
*is_color
)
1004 /* oPos, oFog and oPts in D3D */
1005 static const char * const rastout_reg_names
[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1006 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1007 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1008 BOOL pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
1009 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1015 case WINED3DSPR_TEMP
:
1016 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1019 case WINED3DSPR_INPUT
:
1022 if (reg_maps
->shader_version
.major
< 3)
1024 if (!reg
->idx
[0].offset
)
1025 strcpy(register_name
, "fragment.color.primary");
1027 strcpy(register_name
, "fragment.color.secondary");
1031 if (reg
->idx
[0].rel_addr
)
1034 shader_arb_get_src_param(ins
, reg
->idx
[0].rel_addr
, 0, rel_reg
);
1036 if (!strcmp(rel_reg
, "**aL_emul**"))
1038 DWORD idx
= ctx
->aL
+ reg
->idx
[0].offset
;
1039 if(idx
< MAX_REG_INPUT
)
1041 strcpy(register_name
, ctx
->ps_input
[idx
]);
1045 ERR("Pixel shader input register out of bounds: %u\n", idx
);
1046 sprintf(register_name
, "out_of_bounds_%u", idx
);
1049 else if (reg_maps
->input_registers
& 0x0300)
1051 /* There are two ways basically:
1053 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1054 * That means trouble if the loop also contains a breakc or if the control values
1055 * aren't local constants.
1056 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1057 * source dynamically. The trouble is that we cannot simply read aL.y because it
1058 * is an ADDRESS register. We could however push it, load .zw with a value and use
1059 * ADAC to load the condition code register and pop it again afterwards
1061 FIXME("Relative input register addressing with more than 8 registers\n");
1063 /* This is better than nothing for now */
1064 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
[0].offset
);
1066 else if(ctx
->cur_ps_args
->super
.vp_mode
!= vertexshader
)
1068 /* This is problematic because we'd have to consult the ctx->ps_input strings
1069 * for where to find the varying. Some may be "0.0", others can be texcoords or
1070 * colors. This needs either a pipeline replacement to make the vertex shader feed
1071 * proper varyings, or loop unrolling
1073 * For now use the texcoords and hope for the best
1075 FIXME("Non-vertex shader varying input with indirect addressing\n");
1076 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
[0].offset
);
1080 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1081 * pulls GL_NV_fragment_program2 in
1083 sprintf(register_name
, "fragment.texcoord[%s + %u]", rel_reg
, reg
->idx
[0].offset
);
1088 if (reg
->idx
[0].offset
< MAX_REG_INPUT
)
1090 strcpy(register_name
, ctx
->ps_input
[reg
->idx
[0].offset
]);
1094 ERR("Pixel shader input register out of bounds: %u\n", reg
->idx
[0].offset
);
1095 sprintf(register_name
, "out_of_bounds_%u", reg
->idx
[0].offset
);
1102 if (ctx
->cur_vs_args
->super
.swizzle_map
& (1u << reg
->idx
[0].offset
))
1104 sprintf(register_name
, "vertex.attrib[%u]", reg
->idx
[0].offset
);
1108 case WINED3DSPR_CONST
:
1109 if (!pshader
&& reg
->idx
[0].rel_addr
)
1111 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1112 UINT rel_offset
= ctx
->target_version
== ARB
? shader_data
->rel_offset
: 0;
1115 if (reg_maps
->shader_version
.major
< 2)
1117 sprintf(rel_reg
, "A0.x");
1121 shader_arb_get_src_param(ins
, reg
->idx
[0].rel_addr
, 0, rel_reg
);
1122 if (ctx
->target_version
== ARB
)
1124 if (!strcmp(rel_reg
, "**aL_emul**"))
1128 shader_arb_request_a0(ins
, rel_reg
);
1129 sprintf(rel_reg
, "A0.x");
1134 sprintf(register_name
, "C[%u]", ctx
->aL
+ reg
->idx
[0].offset
);
1135 else if (reg
->idx
[0].offset
>= rel_offset
)
1136 sprintf(register_name
, "C[%s + %u]", rel_reg
, reg
->idx
[0].offset
- rel_offset
);
1138 sprintf(register_name
, "C[%s - %u]", rel_reg
, rel_offset
- reg
->idx
[0].offset
);
1142 if (reg_maps
->usesrelconstF
)
1143 sprintf(register_name
, "C[%u]", reg
->idx
[0].offset
);
1145 sprintf(register_name
, "C%u", reg
->idx
[0].offset
);
1149 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1152 if (reg_maps
->shader_version
.major
== 1
1153 && reg_maps
->shader_version
.minor
<= 3)
1154 /* In ps <= 1.3, Tx is a temporary register as destination
1155 * to all instructions, and as source to most instructions.
1156 * For some instructions it is the texcoord input. Those
1157 * instructions know about the special use. */
1158 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
1160 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1161 sprintf(register_name
, "fragment.texcoord[%u]", reg
->idx
[0].offset
);
1165 if (reg_maps
->shader_version
.major
== 1 || ctx
->target_version
>= NV2
)
1166 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1168 sprintf(register_name
, "A%u_SHADOW", reg
->idx
[0].offset
);
1172 case WINED3DSPR_COLOROUT
:
1173 if (ctx
->ps_post_process
&& !reg
->idx
[0].offset
)
1175 strcpy(register_name
, "TMP_COLOR");
1179 if (ctx
->cur_ps_args
->super
.srgb_correction
)
1180 FIXME("sRGB correction on higher render targets.\n");
1181 if (reg_maps
->rt_mask
> 1)
1182 sprintf(register_name
, "result.color[%u]", reg
->idx
[0].offset
);
1184 strcpy(register_name
, "result.color");
1188 case WINED3DSPR_RASTOUT
:
1189 if (reg
->idx
[0].offset
== 1)
1190 sprintf(register_name
, "%s", ctx
->fog_output
);
1192 sprintf(register_name
, "%s", rastout_reg_names
[reg
->idx
[0].offset
]);
1195 case WINED3DSPR_DEPTHOUT
:
1196 strcpy(register_name
, "result.depth");
1199 case WINED3DSPR_ATTROUT
:
1200 /* case WINED3DSPR_OUTPUT: */
1202 sprintf(register_name
, "oD[%u]", reg
->idx
[0].offset
);
1204 strcpy(register_name
, ctx
->color_output
[reg
->idx
[0].offset
]);
1207 case WINED3DSPR_TEXCRDOUT
:
1209 sprintf(register_name
, "oT[%u]", reg
->idx
[0].offset
);
1210 else if (reg_maps
->shader_version
.major
< 3)
1211 strcpy(register_name
, ctx
->texcrd_output
[reg
->idx
[0].offset
]);
1213 strcpy(register_name
, ctx
->vs_output
[reg
->idx
[0].offset
]);
1216 case WINED3DSPR_LOOP
:
1217 if(ctx
->target_version
>= NV2
)
1219 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1220 if(pshader
) sprintf(register_name
, "A0.x");
1221 else sprintf(register_name
, "aL.y");
1225 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1226 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1227 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1228 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1231 sprintf(register_name
, "**aL_emul**");
1236 case WINED3DSPR_CONSTINT
:
1237 sprintf(register_name
, "I%u", reg
->idx
[0].offset
);
1240 case WINED3DSPR_MISCTYPE
:
1241 if (!reg
->idx
[0].offset
)
1242 sprintf(register_name
, "vpos");
1243 else if (reg
->idx
[0].offset
== 1)
1244 sprintf(register_name
, "fragment.facing.x");
1246 FIXME("Unknown MISCTYPE register index %u.\n", reg
->idx
[0].offset
);
1250 FIXME("Unhandled register type %#x[%u].\n", reg
->type
, reg
->idx
[0].offset
);
1251 sprintf(register_name
, "unrecognized_register[%u]", reg
->idx
[0].offset
);
1256 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction
*ins
,
1257 const struct wined3d_shader_dst_param
*wined3d_dst
, char *str
)
1259 char register_name
[255];
1263 shader_arb_get_register_name(ins
, &wined3d_dst
->reg
, register_name
, &is_color
);
1264 strcpy(str
, register_name
);
1266 shader_arb_get_write_mask(ins
, wined3d_dst
, write_mask
);
1267 strcat(str
, write_mask
);
1270 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source
)
1272 switch(channel_source
)
1274 case CHANNEL_SOURCE_ZERO
: return "0";
1275 case CHANNEL_SOURCE_ONE
: return "1";
1276 case CHANNEL_SOURCE_X
: return "x";
1277 case CHANNEL_SOURCE_Y
: return "y";
1278 case CHANNEL_SOURCE_Z
: return "z";
1279 case CHANNEL_SOURCE_W
: return "w";
1281 FIXME("Unhandled channel source %#x\n", channel_source
);
1286 struct color_fixup_masks
1292 static struct color_fixup_masks
calc_color_correction(struct color_fixup_desc fixup
, DWORD dst_mask
)
1294 struct color_fixup_masks masks
= {0, 0};
1296 if (is_complex_fixup(fixup
))
1298 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1299 FIXME("Complex fixup (%#x) not supported\n", complex_fixup
);
1303 if (fixup
.x_source
!= CHANNEL_SOURCE_X
)
1304 masks
.source
|= WINED3DSP_WRITEMASK_0
;
1305 if (fixup
.y_source
!= CHANNEL_SOURCE_Y
)
1306 masks
.source
|= WINED3DSP_WRITEMASK_1
;
1307 if (fixup
.z_source
!= CHANNEL_SOURCE_Z
)
1308 masks
.source
|= WINED3DSP_WRITEMASK_2
;
1309 if (fixup
.w_source
!= CHANNEL_SOURCE_W
)
1310 masks
.source
|= WINED3DSP_WRITEMASK_3
;
1311 masks
.source
&= dst_mask
;
1313 if (fixup
.x_sign_fixup
)
1314 masks
.sign
|= WINED3DSP_WRITEMASK_0
;
1315 if (fixup
.y_sign_fixup
)
1316 masks
.sign
|= WINED3DSP_WRITEMASK_1
;
1317 if (fixup
.z_sign_fixup
)
1318 masks
.sign
|= WINED3DSP_WRITEMASK_2
;
1319 if (fixup
.w_sign_fixup
)
1320 masks
.sign
|= WINED3DSP_WRITEMASK_3
;
1321 masks
.sign
&= dst_mask
;
1326 static void gen_color_correction(struct wined3d_string_buffer
*buffer
, const char *dst
,
1327 const char *src
, const char *one
, const char *two
,
1328 struct color_fixup_desc fixup
, struct color_fixup_masks masks
)
1330 const char *sign_fixup_src
= dst
;
1335 sign_fixup_src
= "TA";
1337 shader_addline(buffer
, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src
, src
,
1338 shader_arb_get_fixup_swizzle(fixup
.x_source
), shader_arb_get_fixup_swizzle(fixup
.y_source
),
1339 shader_arb_get_fixup_swizzle(fixup
.z_source
), shader_arb_get_fixup_swizzle(fixup
.w_source
));
1341 else if (masks
.sign
)
1343 sign_fixup_src
= src
;
1349 char *ptr
= reg_mask
;
1351 if (masks
.sign
!= WINED3DSP_WRITEMASK_ALL
)
1354 if (masks
.sign
& WINED3DSP_WRITEMASK_0
)
1356 if (masks
.sign
& WINED3DSP_WRITEMASK_1
)
1358 if (masks
.sign
& WINED3DSP_WRITEMASK_2
)
1360 if (masks
.sign
& WINED3DSP_WRITEMASK_3
)
1365 shader_addline(buffer
, "MAD %s%s, %s, %s, -%s;\n", dst
, reg_mask
, sign_fixup_src
, two
, one
);
1369 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction
*ins
)
1372 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1373 if (!ins
->dst_count
) return "";
1375 mod
= ins
->dst
[0].modifiers
;
1377 /* Silently ignore PARTIALPRECISION if it's not supported */
1378 if(priv
->target_version
== ARB
) mod
&= ~WINED3DSPDM_PARTIALPRECISION
;
1380 if(mod
& WINED3DSPDM_MSAMPCENTROID
)
1382 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1383 mod
&= ~WINED3DSPDM_MSAMPCENTROID
;
1388 case WINED3DSPDM_SATURATE
| WINED3DSPDM_PARTIALPRECISION
:
1391 case WINED3DSPDM_SATURATE
:
1394 case WINED3DSPDM_PARTIALPRECISION
:
1401 FIXME("Unknown modifiers 0x%08x\n", mod
);
1406 #define TEX_PROJ 0x1
1407 #define TEX_BIAS 0x2
1409 #define TEX_DERIV 0x10
1411 static void shader_hw_sample(const struct wined3d_shader_instruction
*ins
, DWORD sampler_idx
,
1412 const char *dst_str
, const char *coord_reg
, WORD flags
, const char *dsx
, const char *dsy
)
1414 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[sampler_idx
].type
;
1415 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1416 const char *tex_type
;
1417 BOOL np2_fixup
= FALSE
;
1418 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1420 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
1421 const struct wined3d_shader
*shader
;
1422 const struct wined3d_device
*device
;
1423 const struct wined3d_gl_info
*gl_info
;
1424 const char *tex_dst
= dst_str
;
1425 struct color_fixup_masks masks
;
1427 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1428 if(!pshader
) sampler_idx
+= MAX_FRAGMENT_SAMPLERS
;
1430 switch (resource_type
)
1432 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1436 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1437 shader
= ins
->ctx
->shader
;
1438 device
= shader
->device
;
1439 gl_info
= &device
->adapter
->gl_info
;
1441 if (pshader
&& priv
->cur_ps_args
->super
.np2_fixup
& (1u << sampler_idx
)
1442 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1446 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1448 if (priv
->cur_np2fixup_info
->super
.active
& (1u << sampler_idx
))
1450 if (flags
) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1451 else np2_fixup
= TRUE
;
1456 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1460 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1465 ERR("Unexpected resource type %#x.\n", resource_type
);
1469 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1470 * so don't use shader_arb_get_modifier
1472 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) mod
= "_SAT";
1475 /* Fragment samplers always have indentity mapping */
1476 if(sampler_idx
>= MAX_FRAGMENT_SAMPLERS
)
1478 sampler_idx
= priv
->cur_vs_args
->vertex
.samplers
[sampler_idx
- MAX_FRAGMENT_SAMPLERS
];
1483 masks
= calc_color_correction(priv
->cur_ps_args
->super
.color_fixup
[sampler_idx
],
1484 ins
->dst
[0].write_mask
);
1486 if (masks
.source
|| masks
.sign
)
1490 if (flags
& TEX_DERIV
)
1492 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with custom derivatives\n");
1493 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with custom derivatives\n");
1494 shader_addline(buffer
, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod
, tex_dst
, coord_reg
,
1495 dsx
, dsy
, sampler_idx
, tex_type
);
1497 else if(flags
& TEX_LOD
)
1499 if(flags
& TEX_PROJ
) FIXME("Projected texture sampling with explicit lod\n");
1500 if(flags
& TEX_BIAS
) FIXME("Biased texture sampling with explicit lod\n");
1501 shader_addline(buffer
, "TXL%s %s, %s, texture[%u], %s;\n", mod
, tex_dst
, coord_reg
,
1502 sampler_idx
, tex_type
);
1504 else if (flags
& TEX_BIAS
)
1506 /* Shouldn't be possible, but let's check for it */
1507 if(flags
& TEX_PROJ
) FIXME("Biased and Projected texture sampling\n");
1508 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1509 shader_addline(buffer
, "TXB%s %s, %s, texture[%u], %s;\n", mod
, tex_dst
, coord_reg
, sampler_idx
, tex_type
);
1511 else if (flags
& TEX_PROJ
)
1513 shader_addline(buffer
, "TXP%s %s, %s, texture[%u], %s;\n", mod
, tex_dst
, coord_reg
, sampler_idx
, tex_type
);
1519 const unsigned char idx
= priv
->cur_np2fixup_info
->super
.idx
[sampler_idx
];
1520 shader_addline(buffer
, "MUL TA, np2fixup[%u].%s, %s;\n", idx
>> 1,
1521 (idx
% 2) ? "zwxy" : "xyzw", coord_reg
);
1523 shader_addline(buffer
, "TEX%s %s, TA, texture[%u], %s;\n", mod
, tex_dst
, sampler_idx
, tex_type
);
1526 shader_addline(buffer
, "TEX%s %s, %s, texture[%u], %s;\n", mod
, tex_dst
, coord_reg
, sampler_idx
, tex_type
);
1531 gen_color_correction(buffer
, dst_str
, tex_dst
,
1532 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_ONE
),
1533 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL
, ARB_TWO
),
1534 priv
->cur_ps_args
->super
.color_fixup
[sampler_idx
], masks
);
1538 static void shader_arb_get_src_param(const struct wined3d_shader_instruction
*ins
,
1539 const struct wined3d_shader_src_param
*src
, unsigned int tmpreg
, char *outregstr
)
1541 /* Generate a line that does the input modifier computation and return the input register to use */
1542 BOOL is_color
= FALSE
, insert_line
;
1545 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1546 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1547 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
1548 const char *two
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_TWO
);
1550 /* Assume a new line will be added */
1553 /* Get register name */
1554 shader_arb_get_register_name(ins
, &src
->reg
, regstr
, &is_color
);
1555 shader_arb_get_swizzle(src
, is_color
, swzstr
);
1557 switch (src
->modifiers
)
1559 case WINED3DSPSM_NONE
:
1560 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1561 insert_line
= FALSE
;
1563 case WINED3DSPSM_NEG
:
1564 sprintf(outregstr
, "-%s%s", regstr
, swzstr
);
1565 insert_line
= FALSE
;
1567 case WINED3DSPSM_BIAS
:
1568 shader_addline(buffer
, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1570 case WINED3DSPSM_BIASNEG
:
1571 shader_addline(buffer
, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg
, regstr
);
1573 case WINED3DSPSM_SIGN
:
1574 shader_addline(buffer
, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1576 case WINED3DSPSM_SIGNNEG
:
1577 shader_addline(buffer
, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg
, regstr
, two
, one
);
1579 case WINED3DSPSM_COMP
:
1580 shader_addline(buffer
, "SUB T%c, %s, %s;\n", 'A' + tmpreg
, one
, regstr
);
1582 case WINED3DSPSM_X2
:
1583 shader_addline(buffer
, "ADD T%c, %s, %s;\n", 'A' + tmpreg
, regstr
, regstr
);
1585 case WINED3DSPSM_X2NEG
:
1586 shader_addline(buffer
, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg
, regstr
, regstr
);
1588 case WINED3DSPSM_DZ
:
1589 shader_addline(buffer
, "RCP T%c, %s.z;\n", 'A' + tmpreg
, regstr
);
1590 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1592 case WINED3DSPSM_DW
:
1593 shader_addline(buffer
, "RCP T%c, %s.w;\n", 'A' + tmpreg
, regstr
);
1594 shader_addline(buffer
, "MUL T%c, %s, T%c;\n", 'A' + tmpreg
, regstr
, 'A' + tmpreg
);
1596 case WINED3DSPSM_ABS
:
1597 if(ctx
->target_version
>= NV2
) {
1598 sprintf(outregstr
, "|%s%s|", regstr
, swzstr
);
1599 insert_line
= FALSE
;
1601 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1604 case WINED3DSPSM_ABSNEG
:
1605 if(ctx
->target_version
>= NV2
) {
1606 sprintf(outregstr
, "-|%s%s|", regstr
, swzstr
);
1608 shader_addline(buffer
, "ABS T%c, %s;\n", 'A' + tmpreg
, regstr
);
1609 sprintf(outregstr
, "-T%c%s", 'A' + tmpreg
, swzstr
);
1611 insert_line
= FALSE
;
1614 sprintf(outregstr
, "%s%s", regstr
, swzstr
);
1615 insert_line
= FALSE
;
1618 /* Return modified or original register, with swizzle */
1620 sprintf(outregstr
, "T%c%s", 'A' + tmpreg
, swzstr
);
1623 static void pshader_hw_bem(const struct wined3d_shader_instruction
*ins
)
1625 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1626 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1627 DWORD sampler_code
= dst
->reg
.idx
[0].offset
;
1629 char src_name
[2][50];
1631 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1633 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1635 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1636 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1639 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1640 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code
);
1641 shader_addline(buffer
, "DP3 TC.r, TA, %s;\n", src_name
[1]);
1642 shader_addline(buffer
, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code
);
1643 shader_addline(buffer
, "DP3 TC.g, TA, %s;\n", src_name
[1]);
1645 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1646 shader_addline(buffer
, "ADD %s, %s, TC;\n", dst_name
, src_name
[0]);
1649 static DWORD
negate_modifiers(DWORD mod
, char *extra_char
)
1654 case WINED3DSPSM_NONE
: return WINED3DSPSM_NEG
;
1655 case WINED3DSPSM_NEG
: return WINED3DSPSM_NONE
;
1656 case WINED3DSPSM_BIAS
: return WINED3DSPSM_BIASNEG
;
1657 case WINED3DSPSM_BIASNEG
: return WINED3DSPSM_BIAS
;
1658 case WINED3DSPSM_SIGN
: return WINED3DSPSM_SIGNNEG
;
1659 case WINED3DSPSM_SIGNNEG
: return WINED3DSPSM_SIGN
;
1660 case WINED3DSPSM_COMP
: *extra_char
= '-'; return WINED3DSPSM_COMP
;
1661 case WINED3DSPSM_X2
: return WINED3DSPSM_X2NEG
;
1662 case WINED3DSPSM_X2NEG
: return WINED3DSPSM_X2
;
1663 case WINED3DSPSM_DZ
: *extra_char
= '-'; return WINED3DSPSM_DZ
;
1664 case WINED3DSPSM_DW
: *extra_char
= '-'; return WINED3DSPSM_DW
;
1665 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABSNEG
;
1666 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
1668 FIXME("Unknown modifier %u\n", mod
);
1672 static void pshader_hw_cnd(const struct wined3d_shader_instruction
*ins
)
1674 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1675 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1677 char src_name
[3][50];
1678 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1679 ins
->ctx
->reg_maps
->shader_version
.minor
);
1681 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1682 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1684 if (shader_version
<= WINED3D_SHADER_VERSION(1, 3) && ins
->coissue
1685 && ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
1687 shader_addline(buffer
, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[1]);
1691 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
1694 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1695 src0_copy
.modifiers
= negate_modifiers(src0_copy
.modifiers
, &extra_neg
);
1697 shader_arb_get_src_param(ins
, &src0_copy
, 0, src_name
[0]);
1698 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1699 shader_addline(buffer
, "ADD TA, %c%s, coefdiv.x;\n", extra_neg
, src_name
[0]);
1700 shader_addline(buffer
, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins
),
1701 dst_name
, src_name
[1], src_name
[2]);
1705 static void pshader_hw_cmp(const struct wined3d_shader_instruction
*ins
)
1707 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1708 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1710 char src_name
[3][50];
1712 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1714 /* Generate input register names (with modifiers) */
1715 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1716 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1717 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1719 shader_addline(buffer
, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1720 dst_name
, src_name
[0], src_name
[2], src_name
[1]);
1723 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1724 * dst = dot2(src0, src1) + src2 */
1725 static void pshader_hw_dp2add(const struct wined3d_shader_instruction
*ins
)
1727 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1728 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1730 char src_name
[3][50];
1731 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1733 shader_arb_get_dst_param(ins
, dst
, dst_name
);
1734 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
1735 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
1737 if(ctx
->target_version
>= NV3
)
1739 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1740 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1741 shader_addline(buffer
, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1742 dst_name
, src_name
[0], src_name
[1], src_name
[2]);
1744 else if(ctx
->target_version
>= NV2
)
1746 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1747 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1748 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1749 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1751 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1753 * .xyxy and other swizzles that we could get with this are not valid in
1754 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1756 struct wined3d_shader_src_param tmp_param
= ins
->src
[1];
1757 DWORD swizzle
= tmp_param
.swizzle
& 0xf; /* Selects .xy */
1758 tmp_param
.swizzle
= swizzle
| (swizzle
<< 4); /* Creates .xyxy */
1760 shader_arb_get_src_param(ins
, &tmp_param
, 1, src_name
[1]);
1762 shader_addline(buffer
, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins
),
1763 dst_name
, src_name
[2], src_name
[0], src_name
[1]);
1767 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
1768 /* 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]
1769 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1771 shader_addline(buffer
, "MOV TA, %s;\n", src_name
[0]);
1772 shader_addline(buffer
, "MOV TA.z, 0.0;\n");
1773 shader_addline(buffer
, "DP3 TA, TA, %s;\n", src_name
[1]);
1774 shader_addline(buffer
, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
[2]);
1778 /* Map the opcode 1-to-1 to the GL code */
1779 static void shader_hw_map2gl(const struct wined3d_shader_instruction
*ins
)
1781 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1782 const char *instruction
;
1783 char arguments
[256], dst_str
[50];
1785 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1787 switch (ins
->handler_idx
)
1789 case WINED3DSIH_ABS
: instruction
= "ABS"; break;
1790 case WINED3DSIH_ADD
: instruction
= "ADD"; break;
1791 case WINED3DSIH_CRS
: instruction
= "XPD"; break;
1792 case WINED3DSIH_DP3
: instruction
= "DP3"; break;
1793 case WINED3DSIH_DP4
: instruction
= "DP4"; break;
1794 case WINED3DSIH_DST
: instruction
= "DST"; break;
1795 case WINED3DSIH_FRC
: instruction
= "FRC"; break;
1796 case WINED3DSIH_LIT
: instruction
= "LIT"; break;
1797 case WINED3DSIH_LRP
: instruction
= "LRP"; break;
1798 case WINED3DSIH_MAD
: instruction
= "MAD"; break;
1799 case WINED3DSIH_MAX
: instruction
= "MAX"; break;
1800 case WINED3DSIH_MIN
: instruction
= "MIN"; break;
1801 case WINED3DSIH_MOV
: instruction
= "MOV"; break;
1802 case WINED3DSIH_MUL
: instruction
= "MUL"; break;
1803 case WINED3DSIH_SGE
: instruction
= "SGE"; break;
1804 case WINED3DSIH_SLT
: instruction
= "SLT"; break;
1805 case WINED3DSIH_SUB
: instruction
= "SUB"; break;
1806 case WINED3DSIH_MOVA
:instruction
= "ARR"; break;
1807 case WINED3DSIH_DSX
: instruction
= "DDX"; break;
1808 default: instruction
= "";
1809 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
1813 /* Note that shader_arb_add_dst_param() adds spaces. */
1814 arguments
[0] = '\0';
1815 shader_arb_get_dst_param(ins
, dst
, dst_str
);
1816 for (i
= 0; i
< ins
->src_count
; ++i
)
1819 strcat(arguments
, ", ");
1820 shader_arb_get_src_param(ins
, &ins
->src
[i
], i
, operand
);
1821 strcat(arguments
, operand
);
1823 shader_addline(buffer
, "%s%s %s%s;\n", instruction
, shader_arb_get_modifier(ins
), dst_str
, arguments
);
1826 static void shader_hw_nop(const struct wined3d_shader_instruction
*ins
) {}
1828 static DWORD
shader_arb_select_component(DWORD swizzle
, DWORD component
)
1830 return ((swizzle
>> 2 * component
) & 0x3) * 0x55;
1833 static void shader_hw_mov(const struct wined3d_shader_instruction
*ins
)
1835 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1836 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1837 BOOL pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
1838 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
1839 const char *zero
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ZERO
);
1840 const char *one
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ONE
);
1841 const char *two
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_TWO
);
1843 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1844 char src0_param
[256];
1846 if (ins
->handler_idx
== WINED3DSIH_MOVA
)
1848 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1850 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1852 if(ctx
->target_version
>= NV2
) {
1853 shader_hw_map2gl(ins
);
1856 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1857 shader_arb_get_write_mask(ins
, &ins
->dst
[0], write_mask
);
1859 /* This implements the mova formula used in GLSL. The first two instructions
1860 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1864 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1866 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1867 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1869 shader_addline(buffer
, "SGE A0_SHADOW%s, %s, %s;\n", write_mask
, src0_param
, zero
);
1870 shader_addline(buffer
, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask
, two
, one
);
1872 shader_addline(buffer
, "ABS TA%s, %s;\n", write_mask
, src0_param
);
1873 shader_addline(buffer
, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask
);
1874 shader_addline(buffer
, "FLR TA%s, TA;\n", write_mask
);
1875 if (shader_data
->rel_offset
)
1877 shader_addline(buffer
, "ADD TA%s, TA, %s;\n", write_mask
, offset
);
1879 shader_addline(buffer
, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask
);
1881 ((struct shader_arb_ctx_priv
*)ins
->ctx
->backend_data
)->addr_reg
[0] = '\0';
1883 else if (reg_maps
->shader_version
.major
== 1
1884 && !shader_is_pshader_version(reg_maps
->shader_version
.type
)
1885 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1887 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
1888 src0_param
[0] = '\0';
1890 if (shader_data
->rel_offset
&& ctx
->target_version
== ARB
)
1892 const char *offset
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_VS_REL_OFFSET
);
1893 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_param
);
1894 shader_addline(buffer
, "ADD TA.x, %s, %s;\n", src0_param
, offset
);
1895 shader_addline(buffer
, "ARL A0.x, TA.x;\n");
1899 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1900 * with more than one component. Thus replicate the first source argument over all
1901 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1902 struct wined3d_shader_src_param tmp_src
= ins
->src
[0];
1903 tmp_src
.swizzle
= shader_arb_select_component(tmp_src
.swizzle
, 0);
1904 shader_arb_get_src_param(ins
, &tmp_src
, 0, src0_param
);
1905 shader_addline(buffer
, "ARL A0.x, %s;\n", src0_param
);
1908 else if (ins
->dst
[0].reg
.type
== WINED3DSPR_COLOROUT
&& !ins
->dst
[0].reg
.idx
[0].offset
&& pshader
)
1910 if (ctx
->ps_post_process
&& shader
->u
.ps
.color0_mov
)
1912 shader_addline(buffer
, "#mov handled in srgb write or fog code\n");
1915 shader_hw_map2gl(ins
);
1919 shader_hw_map2gl(ins
);
1923 static void pshader_hw_texkill(const struct wined3d_shader_instruction
*ins
)
1925 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1926 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
1929 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1930 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1932 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1934 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
1936 const char *kilsrc
= "TA";
1939 shader_arb_get_register_name(ins
, &dst
->reg
, reg_dest
, &is_color
);
1940 if(dst
->write_mask
== WINED3DSP_WRITEMASK_ALL
)
1946 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1947 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1948 * masked out components to 0(won't kill)
1950 char x
= '0', y
= '0', z
= '0', w
= '0';
1951 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) x
= 'x';
1952 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) y
= 'y';
1953 if(dst
->write_mask
& WINED3DSP_WRITEMASK_2
) z
= 'z';
1954 if(dst
->write_mask
& WINED3DSP_WRITEMASK_3
) w
= 'w';
1955 shader_addline(buffer
, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest
, x
, y
, z
, w
);
1957 shader_addline(buffer
, "KIL %s;\n", kilsrc
);
1961 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1962 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1964 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1965 * or pass in any temporary register(in shader phase 2)
1967 if (ins
->ctx
->reg_maps
->shader_version
.minor
<= 3)
1968 sprintf(reg_dest
, "fragment.texcoord[%u]", dst
->reg
.idx
[0].offset
);
1970 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1971 shader_addline(buffer
, "SWZ TA, %s, x, y, z, 1;\n", reg_dest
);
1972 shader_addline(buffer
, "KIL TA;\n");
1976 static void pshader_hw_tex(const struct wined3d_shader_instruction
*ins
)
1978 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1979 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
1980 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
1981 ins
->ctx
->reg_maps
->shader_version
.minor
);
1982 struct wined3d_shader_src_param src
;
1986 DWORD reg_sampler_code
;
1988 BOOL swizzle_coord
= FALSE
;
1990 /* All versions have a destination register */
1991 shader_arb_get_dst_param(ins
, dst
, reg_dest
);
1993 /* 1.0-1.4: Use destination register number as texture code.
1994 2.0+: Use provided sampler number as texture code. */
1995 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
1996 reg_sampler_code
= dst
->reg
.idx
[0].offset
;
1998 reg_sampler_code
= ins
->src
[1].reg
.idx
[0].offset
;
2000 /* 1.0-1.3: Use the texcoord varying.
2001 1.4+: Use provided coordinate source register. */
2002 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2003 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_sampler_code
);
2005 /* TEX is the only instruction that can handle DW and DZ natively */
2007 if(src
.modifiers
== WINED3DSPSM_DW
) src
.modifiers
= WINED3DSPSM_NONE
;
2008 if(src
.modifiers
== WINED3DSPSM_DZ
) src
.modifiers
= WINED3DSPSM_NONE
;
2009 shader_arb_get_src_param(ins
, &src
, 0, reg_coord
);
2013 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2014 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2015 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2017 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2020 if (reg_sampler_code
< MAX_TEXTURES
)
2021 flags
= priv
->cur_ps_args
->super
.tex_transform
>> reg_sampler_code
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
2022 if (flags
& WINED3D_PSARGS_PROJECTED
)
2024 myflags
|= TEX_PROJ
;
2025 if ((flags
& ~WINED3D_PSARGS_PROJECTED
) == WINED3D_TTFF_COUNT3
)
2026 swizzle_coord
= TRUE
;
2029 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
2031 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
2032 if (src_mod
== WINED3DSPSM_DZ
)
2034 swizzle_coord
= TRUE
;
2035 myflags
|= TEX_PROJ
;
2036 } else if(src_mod
== WINED3DSPSM_DW
) {
2037 myflags
|= TEX_PROJ
;
2040 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) myflags
|= TEX_PROJ
;
2041 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) myflags
|= TEX_BIAS
;
2046 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2047 * reg_coord is a read-only varying register, so we need a temp reg */
2048 shader_addline(ins
->ctx
->buffer
, "SWZ TA, %s, x, y, z, z;\n", reg_coord
);
2049 strcpy(reg_coord
, "TA");
2052 shader_hw_sample(ins
, reg_sampler_code
, reg_dest
, reg_coord
, myflags
, NULL
, NULL
);
2055 static void pshader_hw_texcoord(const struct wined3d_shader_instruction
*ins
)
2057 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2058 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2059 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2060 ins
->ctx
->reg_maps
->shader_version
.minor
);
2063 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2065 DWORD reg
= dst
->reg
.idx
[0].offset
;
2067 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2068 shader_addline(buffer
, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str
, reg
);
2072 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
);
2073 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2074 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, reg_src
);
2078 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction
*ins
)
2080 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2083 DWORD reg1
= ins
->dst
[0].reg
.idx
[0].offset
;
2087 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2088 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2089 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2090 /* Move .x first in case src_str is "TA" */
2091 shader_addline(buffer
, "MOV TA.y, %s.x;\n", src_str
);
2092 shader_addline(buffer
, "MOV TA.x, %s.w;\n", src_str
);
2093 if (reg1
< MAX_TEXTURES
)
2095 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2096 flags
= priv
->cur_ps_args
->super
.tex_transform
>> reg1
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
;
2098 shader_hw_sample(ins
, reg1
, dst_str
, "TA", flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2101 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction
*ins
)
2103 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2105 DWORD reg1
= ins
->dst
[0].reg
.idx
[0].offset
;
2109 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2110 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2111 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2112 shader_addline(buffer
, "MOV TA.x, %s.y;\n", src_str
);
2113 shader_addline(buffer
, "MOV TA.y, %s.z;\n", src_str
);
2114 shader_hw_sample(ins
, reg1
, dst_str
, "TA", 0, NULL
, NULL
);
2117 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
2119 DWORD reg1
= ins
->dst
[0].reg
.idx
[0].offset
;
2123 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2124 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2125 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_str
);
2126 shader_hw_sample(ins
, reg1
, dst_str
, src_str
, 0, NULL
, NULL
);
2129 static void pshader_hw_texbem(const struct wined3d_shader_instruction
*ins
)
2131 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2132 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2133 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2134 char reg_coord
[40], dst_reg
[50], src_reg
[50];
2135 DWORD reg_dest_code
;
2137 /* All versions have a destination register. The Tx where the texture coordinates come
2138 * from is the varying incarnation of the texture register
2140 reg_dest_code
= dst
->reg
.idx
[0].offset
;
2141 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_reg
);
2142 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_reg
);
2143 sprintf(reg_coord
, "fragment.texcoord[%u]", reg_dest_code
);
2145 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2146 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2148 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2149 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2151 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2152 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2155 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code
);
2156 shader_addline(buffer
, "DP3 TA.x, TB, %s;\n", src_reg
);
2157 shader_addline(buffer
, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code
);
2158 shader_addline(buffer
, "DP3 TA.y, TB, %s;\n", src_reg
);
2160 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2161 * so we can't let the GL handle this.
2163 if ((priv
->cur_ps_args
->super
.tex_transform
>> reg_dest_code
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
2164 & WINED3D_PSARGS_PROJECTED
)
2166 shader_addline(buffer
, "RCP TB.w, %s.w;\n", reg_coord
);
2167 shader_addline(buffer
, "MUL TB.xy, %s, TB.w;\n", reg_coord
);
2168 shader_addline(buffer
, "ADD TA.xy, TA, TB;\n");
2170 shader_addline(buffer
, "ADD TA.xy, TA, %s;\n", reg_coord
);
2173 shader_hw_sample(ins
, reg_dest_code
, dst_reg
, "TA", 0, NULL
, NULL
);
2175 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
2177 /* No src swizzles are allowed, so this is ok */
2178 shader_addline(buffer
, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2179 src_reg
, reg_dest_code
, reg_dest_code
);
2180 shader_addline(buffer
, "MUL %s, %s, TA;\n", dst_reg
, dst_reg
);
2184 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
2186 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2187 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2188 char src0_name
[50], dst_name
[50];
2190 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2192 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2193 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2194 * T<reg+1> register. Use this register to store the calculated vector
2196 tmp_reg
.idx
[0].offset
= reg
+ 1;
2197 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2198 shader_addline(buffer
, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2201 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
2203 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2205 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2206 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2212 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2213 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2215 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2216 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2217 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2218 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2219 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2222 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
2224 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2225 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2226 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2227 char src0_name
[50], dst_name
[50];
2228 struct wined3d_shader_register tmp_reg
= ins
->dst
[0].reg
;
2231 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2232 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2233 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2235 tmp_reg
.idx
[0].offset
= reg
+ 2 - tex_mx
->current_row
;
2236 shader_arb_get_register_name(ins
, &tmp_reg
, dst_name
, &is_color
);
2238 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2239 shader_addline(buffer
, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2240 dst_name
, 'x' + tex_mx
->current_row
, reg
, src0_name
);
2241 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
2244 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
2246 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2247 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2249 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2250 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2252 char src0_name
[50], dst_name
[50];
2255 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2256 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2257 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, reg
, src0_name
);
2259 /* Sample the texture using the calculated coordinates */
2260 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2261 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2262 shader_hw_sample(ins
, reg
, dst_str
, dst_name
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2263 tex_mx
->current_row
= 0;
2266 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2268 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2269 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2271 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2272 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2278 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2279 * components for temporary data storage
2281 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2282 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2283 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2285 /* Construct the eye-ray vector from w coordinates */
2286 shader_addline(buffer
, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx
->texcoord_w
[0]);
2287 shader_addline(buffer
, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx
->texcoord_w
[1]);
2288 shader_addline(buffer
, "MOV TB.z, fragment.texcoord[%u].w;\n", reg
);
2290 /* Calculate reflection vector
2292 shader_addline(buffer
, "DP3 %s.w, %s, TB;\n", dst_reg
, dst_reg
);
2293 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2294 shader_addline(buffer
, "DP3 TB.w, %s, %s;\n", dst_reg
, dst_reg
);
2295 shader_addline(buffer
, "RCP TB.w, TB.w;\n");
2296 shader_addline(buffer
, "MUL %s.w, %s.w, TB.w;\n", dst_reg
, dst_reg
);
2297 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2298 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg
, dst_reg
);
2300 /* Sample the texture using the calculated coordinates */
2301 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2302 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2303 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2304 tex_mx
->current_row
= 0;
2307 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2309 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2310 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
2312 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
2313 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2320 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0_name
);
2321 shader_arb_get_src_param(ins
, &ins
->src
[0], 1, src1_name
);
2322 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_reg
, &is_color
);
2323 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2324 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg
, reg
, src0_name
);
2326 /* Calculate reflection vector.
2329 * dst_reg.xyz = 2 * --------- * N - E
2332 * Which normalizes the normal vector
2334 shader_addline(buffer
, "DP3 %s.w, %s, %s;\n", dst_reg
, dst_reg
, src1_name
);
2335 shader_addline(buffer
, "DP3 TC.w, %s, %s;\n", dst_reg
, dst_reg
);
2336 shader_addline(buffer
, "RCP TC.w, TC.w;\n");
2337 shader_addline(buffer
, "MUL %s.w, %s.w, TC.w;\n", dst_reg
, dst_reg
);
2338 shader_addline(buffer
, "MUL %s, %s.w, %s;\n", dst_reg
, dst_reg
, dst_reg
);
2339 shader_addline(buffer
, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg
, dst_reg
, src1_name
);
2341 /* Sample the texture using the calculated coordinates */
2342 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2343 flags
= reg
< MAX_TEXTURES
? priv
->cur_ps_args
->super
.tex_transform
>> reg
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
: 0;
2344 shader_hw_sample(ins
, reg
, dst_str
, dst_reg
, flags
& WINED3D_PSARGS_PROJECTED
? TEX_PROJ
: 0, NULL
, NULL
);
2345 tex_mx
->current_row
= 0;
2348 static void pshader_hw_texdepth(const struct wined3d_shader_instruction
*ins
)
2350 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2351 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2353 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2354 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2356 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2357 * which is essentially an input, is the destination register because it is the first
2358 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2359 * here(writemasks/swizzles are not valid on texdepth)
2361 shader_arb_get_dst_param(ins
, dst
, dst_name
);
2363 /* According to the msdn, the source register(must be r5) is unusable after
2364 * the texdepth instruction, so we're free to modify it
2366 shader_addline(buffer
, "MIN %s.y, %s.y, %s;\n", dst_name
, dst_name
, one
);
2368 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2369 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2370 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2372 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2373 shader_addline(buffer
, "MUL TA.x, %s.x, %s.y;\n", dst_name
, dst_name
);
2374 shader_addline(buffer
, "MIN TA.x, TA.x, %s;\n", one
);
2375 shader_addline(buffer
, "MAX result.depth, TA.x, %s;\n", zero
);
2378 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2379 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2380 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2381 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2383 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2384 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
2388 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2389 shader_addline(buffer
, "MOV TB, 0.0;\n");
2390 shader_addline(buffer
, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx
, src0
);
2392 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_str
);
2393 shader_hw_sample(ins
, sampler_idx
, dst_str
, "TB", 0 /* Only one coord, can't be projected */, NULL
, NULL
);
2396 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2397 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2398 static void pshader_hw_texdp3(const struct wined3d_shader_instruction
*ins
)
2400 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2403 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2405 /* Handle output register */
2406 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2407 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2408 shader_addline(buffer
, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str
, dst
->reg
.idx
[0].offset
, src0
);
2411 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2412 * Perform the 3rd row of a 3x3 matrix multiply */
2413 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction
*ins
)
2415 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2416 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2417 char dst_str
[50], dst_name
[50];
2421 shader_arb_get_dst_param(ins
, dst
, dst_str
);
2422 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2423 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2424 shader_addline(buffer
, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
[0].offset
, src0
);
2425 shader_addline(buffer
, "MOV %s, %s;\n", dst_str
, dst_name
);
2428 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2429 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2430 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2431 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2433 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2435 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2436 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2437 char src0
[50], dst_name
[50];
2439 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2440 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2442 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src0
);
2443 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2444 shader_addline(buffer
, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name
, dst
->reg
.idx
[0].offset
, src0
);
2446 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2447 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2448 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2450 shader_addline(buffer
, "RCP %s.y, %s.y;\n", dst_name
, dst_name
);
2451 shader_addline(buffer
, "MUL %s.x, %s.x, %s.y;\n", dst_name
, dst_name
, dst_name
);
2452 shader_addline(buffer
, "MIN %s.x, %s.x, %s;\n", dst_name
, dst_name
, one
);
2453 shader_addline(buffer
, "MAX result.depth, %s.x, %s;\n", dst_name
, zero
);
2456 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2457 Vertex/Pixel shaders to ARB_vertex_program codes */
2458 static void shader_hw_mnxn(const struct wined3d_shader_instruction
*ins
)
2461 int nComponents
= 0;
2462 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2463 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2464 struct wined3d_shader_instruction tmp_ins
;
2466 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2468 /* Set constants for the temporary argument */
2469 tmp_ins
.ctx
= ins
->ctx
;
2470 tmp_ins
.dst_count
= 1;
2471 tmp_ins
.dst
= &tmp_dst
;
2472 tmp_ins
.src_count
= 2;
2473 tmp_ins
.src
= tmp_src
;
2475 switch(ins
->handler_idx
)
2477 case WINED3DSIH_M4x4
:
2479 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2481 case WINED3DSIH_M4x3
:
2483 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2485 case WINED3DSIH_M3x4
:
2487 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2489 case WINED3DSIH_M3x3
:
2491 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2493 case WINED3DSIH_M3x2
:
2495 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2498 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
2502 tmp_dst
= ins
->dst
[0];
2503 tmp_src
[0] = ins
->src
[0];
2504 tmp_src
[1] = ins
->src
[1];
2505 for (i
= 0; i
< nComponents
; ++i
)
2507 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2508 shader_hw_map2gl(&tmp_ins
);
2509 ++tmp_src
[1].reg
.idx
[0].offset
;
2513 static DWORD
abs_modifier(DWORD mod
, BOOL
*need_abs
)
2519 case WINED3DSPSM_NONE
: return WINED3DSPSM_ABS
;
2520 case WINED3DSPSM_NEG
: return WINED3DSPSM_ABS
;
2521 case WINED3DSPSM_BIAS
: *need_abs
= TRUE
; return WINED3DSPSM_BIAS
;
2522 case WINED3DSPSM_BIASNEG
: *need_abs
= TRUE
; return WINED3DSPSM_BIASNEG
;
2523 case WINED3DSPSM_SIGN
: *need_abs
= TRUE
; return WINED3DSPSM_SIGN
;
2524 case WINED3DSPSM_SIGNNEG
: *need_abs
= TRUE
; return WINED3DSPSM_SIGNNEG
;
2525 case WINED3DSPSM_COMP
: *need_abs
= TRUE
; return WINED3DSPSM_COMP
;
2526 case WINED3DSPSM_X2
: *need_abs
= TRUE
; return WINED3DSPSM_X2
;
2527 case WINED3DSPSM_X2NEG
: *need_abs
= TRUE
; return WINED3DSPSM_X2NEG
;
2528 case WINED3DSPSM_DZ
: *need_abs
= TRUE
; return WINED3DSPSM_DZ
;
2529 case WINED3DSPSM_DW
: *need_abs
= TRUE
; return WINED3DSPSM_DW
;
2530 case WINED3DSPSM_ABS
: return WINED3DSPSM_ABS
;
2531 case WINED3DSPSM_ABSNEG
: return WINED3DSPSM_ABS
;
2533 FIXME("Unknown modifier %u\n", mod
);
2537 static void shader_hw_scalar_op(const struct wined3d_shader_instruction
*ins
)
2539 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2540 const char *instruction
;
2541 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2542 BOOL need_abs
= FALSE
;
2547 switch(ins
->handler_idx
)
2549 case WINED3DSIH_RSQ
: instruction
= "RSQ"; break;
2550 case WINED3DSIH_RCP
: instruction
= "RCP"; break;
2551 case WINED3DSIH_EXPP
:
2552 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2554 instruction
= "EXP";
2558 case WINED3DSIH_EXP
:
2559 instruction
= "EX2";
2561 case WINED3DSIH_LOG
:
2562 case WINED3DSIH_LOGP
:
2563 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2564 * instruction, but notice that the output of those instructions is
2566 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2567 instruction
= "LG2";
2569 default: instruction
= "";
2570 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
2574 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2576 src0_copy
.swizzle
= shader_arb_select_component(src0_copy
.swizzle
, 3);
2578 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
); /* Destination */
2579 shader_arb_get_src_param(ins
, &src0_copy
, 0, src
);
2583 shader_addline(buffer
, "ABS TA.w, %s;\n", src
);
2584 shader_addline(buffer
, "%s%s %s, TA.w;\n", instruction
, shader_arb_get_modifier(ins
), dst
);
2588 shader_addline(buffer
, "%s%s %s, %s;\n", instruction
, shader_arb_get_modifier(ins
), dst
, src
);
2593 static void shader_hw_nrm(const struct wined3d_shader_instruction
*ins
)
2595 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2598 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2599 BOOL pshader
= shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2600 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2602 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2603 shader_arb_get_src_param(ins
, &ins
->src
[0], 1 /* Use TB */, src_name
);
2605 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2606 * otherwise NRM or RSQ would return NaN */
2607 if(pshader
&& priv
->target_version
>= NV3
)
2609 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2611 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2613 shader_addline(buffer
, "DP3C TA, %s, %s;\n", src_name
, src_name
);
2614 shader_addline(buffer
, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2615 shader_addline(buffer
, "MOV %s (EQ), %s;\n", dst_name
, zero
);
2617 else if(priv
->target_version
>= NV2
)
2619 shader_addline(buffer
, "DP3C TA.x, %s, %s;\n", src_name
, src_name
);
2620 shader_addline(buffer
, "RSQ TA.x (NE), TA.x;\n");
2621 shader_addline(buffer
, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins
), dst_name
,
2626 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2628 shader_addline(buffer
, "DP3 TA.x, %s, %s;\n", src_name
, src_name
);
2629 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2630 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2632 shader_addline(buffer
, "SGE TA.y, -TA.x, %s;\n", zero
);
2633 shader_addline(buffer
, "MAD TA.x, %s, TA.y, TA.x;\n", one
);
2635 shader_addline(buffer
, "RSQ TA.x, TA.x;\n");
2636 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2637 shader_addline(buffer
, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins
), dst_name
,
2642 static void shader_hw_lrp(const struct wined3d_shader_instruction
*ins
)
2644 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2646 char src_name
[3][50];
2648 /* ARB_fragment_program has a convenient LRP instruction */
2649 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2650 shader_hw_map2gl(ins
);
2654 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2655 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
[0]);
2656 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name
[1]);
2657 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name
[2]);
2659 shader_addline(buffer
, "SUB TA, %s, %s;\n", src_name
[1], src_name
[2]);
2660 shader_addline(buffer
, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins
),
2661 dst_name
, src_name
[0], src_name
[2]);
2664 static void shader_hw_sincos(const struct wined3d_shader_instruction
*ins
)
2666 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2667 * must contain fixed constants. So we need a separate function to filter those constants and
2670 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2671 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2672 const struct wined3d_shader_dst_param
*dst
= &ins
->dst
[0];
2674 char src_name0
[50], src_name1
[50], src_name2
[50];
2677 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
2678 if(shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)) {
2679 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2680 /* No modifiers are supported on SCS */
2681 shader_addline(buffer
, "SCS %s, %s;\n", dst_name
, src_name0
);
2683 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
)
2685 shader_arb_get_register_name(ins
, &dst
->reg
, src_name0
, &is_color
);
2686 shader_addline(buffer
, "MOV_SAT %s, %s;\n", dst_name
, src_name0
);
2688 } else if(priv
->target_version
>= NV2
) {
2689 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2691 /* Sincos writemask must be .x, .y or .xy */
2692 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
)
2693 shader_addline(buffer
, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2694 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
)
2695 shader_addline(buffer
, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name0
);
2697 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2698 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2700 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2701 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2703 * The constants we get are:
2705 * +1 +1, -1 -1 +1 +1 -1 -1
2706 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2707 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2709 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2713 * (x/2)^4 = x^4 / 16
2714 * (x/2)^5 = x^5 / 32
2717 * To get the final result:
2718 * sin(x) = 2 * sin(x/2) * cos(x/2)
2719 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2720 * (from sin(x+y) and cos(x+y) rules)
2722 * As per MSDN, dst.z is undefined after the operation, and so is
2723 * dst.x and dst.y if they're masked out by the writemask. Ie
2724 * sincos dst.y, src1, c0, c1
2725 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2726 * vsa.exe also stops with an error if the dest register is the same register as the source
2727 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2728 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2730 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
2731 shader_arb_get_src_param(ins
, &ins
->src
[2], 2, src_name2
);
2732 shader_arb_get_register_name(ins
, &dst
->reg
, dst_name
, &is_color
);
2734 shader_addline(buffer
, "MUL %s.x, %s, %s;\n", dst_name
, src_name0
, src_name0
); /* x ^ 2 */
2735 shader_addline(buffer
, "MUL TA.y, %s.x, %s;\n", dst_name
, src_name0
); /* x ^ 3 */
2736 shader_addline(buffer
, "MUL %s.y, TA.y, %s;\n", dst_name
, src_name0
); /* x ^ 4 */
2737 shader_addline(buffer
, "MUL TA.z, %s.y, %s;\n", dst_name
, src_name0
); /* x ^ 5 */
2738 shader_addline(buffer
, "MUL %s.z, TA.z, %s;\n", dst_name
, src_name0
); /* x ^ 6 */
2739 shader_addline(buffer
, "MUL TA.w, %s.z, %s;\n", dst_name
, src_name0
); /* x ^ 7 */
2743 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2744 * properly merge that with MULs in the code above?
2745 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2746 * we can merge the sine and cosine MAD rows to calculate them together.
2748 shader_addline(buffer
, "MUL TA.x, %s, %s.w;\n", src_name0
, src_name2
); /* x^1, +1/(1!*2) */
2749 shader_addline(buffer
, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2
); /* -1/(3!*8) */
2750 shader_addline(buffer
, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1
); /* +1/(5!*32) */
2751 shader_addline(buffer
, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1
); /* -1/(7!*128) */
2754 shader_addline(buffer
, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name
, src_name2
, src_name2
); /* -1/(2!*4), +1.0 */
2755 shader_addline(buffer
, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name
, src_name1
); /* +1/(4!*16) */
2756 shader_addline(buffer
, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name
, src_name1
); /* -1/(6!*64) */
2758 if(dst
->write_mask
& WINED3DSP_WRITEMASK_0
) {
2760 shader_addline(buffer
, "MUL TA.z, TA.y, TA.y;\n");
2761 shader_addline(buffer
, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name
);
2763 if(dst
->write_mask
& WINED3DSP_WRITEMASK_1
) {
2765 shader_addline(buffer
, "MUL %s.y, TA.x, TA.y;\n", dst_name
);
2766 shader_addline(buffer
, "ADD %s.y, %s.y, %s.y;\n", dst_name
, dst_name
, dst_name
);
2771 static void shader_hw_sgn(const struct wined3d_shader_instruction
*ins
)
2773 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2776 struct shader_arb_ctx_priv
*ctx
= ins
->ctx
->backend_data
;
2778 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst_name
);
2779 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2781 /* SGN is only valid in vertex shaders */
2782 if(ctx
->target_version
>= NV2
) {
2783 shader_addline(buffer
, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins
), dst_name
, src_name
);
2787 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2788 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2790 if(ins
->dst
[0].modifiers
& WINED3DSPDM_SATURATE
) {
2791 shader_addline(buffer
, "SLT %s, -%s, %s;\n", dst_name
, src_name
, src_name
);
2793 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2794 * Then use TA, and calculate the final result
2796 * Not reading from TA? Store the first result in TA to avoid overwriting the
2797 * destination if src reg = dst reg
2799 if(strstr(src_name
, "TA"))
2801 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2802 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2803 shader_addline(buffer
, "ADD %s, %s, -TA;\n", dst_name
, dst_name
);
2807 shader_addline(buffer
, "SLT TA, -%s, %s;\n", src_name
, src_name
);
2808 shader_addline(buffer
, "SLT %s, %s, -%s;\n", dst_name
, src_name
, src_name
);
2809 shader_addline(buffer
, "ADD %s, TA, -%s;\n", dst_name
, dst_name
);
2814 static void shader_hw_dsy(const struct wined3d_shader_instruction
*ins
)
2816 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2822 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2823 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src
);
2824 shader_arb_get_register_name(ins
, &ins
->dst
[0].reg
, dst_name
, &is_color
);
2826 shader_addline(buffer
, "DDY %s, %s;\n", dst
, src
);
2827 shader_addline(buffer
, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins
), dst
, dst_name
);
2830 static void shader_hw_pow(const struct wined3d_shader_instruction
*ins
)
2832 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2833 char src0
[50], src1
[50], dst
[50];
2834 struct wined3d_shader_src_param src0_copy
= ins
->src
[0];
2835 BOOL need_abs
= FALSE
;
2836 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2837 const char *one
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ONE
);
2839 /* POW operates on the absolute value of the input */
2840 src0_copy
.modifiers
= abs_modifier(src0_copy
.modifiers
, &need_abs
);
2842 shader_arb_get_dst_param(ins
, &ins
->dst
[0], dst
);
2843 shader_arb_get_src_param(ins
, &src0_copy
, 0, src0
);
2844 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src1
);
2847 shader_addline(buffer
, "ABS TA.x, %s;\n", src0
);
2849 shader_addline(buffer
, "MOV TA.x, %s;\n", src0
);
2851 if (priv
->target_version
>= NV2
)
2853 shader_addline(buffer
, "MOVC TA.y, %s;\n", src1
);
2854 shader_addline(buffer
, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins
), dst
);
2855 shader_addline(buffer
, "MOV %s (EQ.y), %s;\n", dst
, one
);
2859 const char *zero
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_ZERO
);
2860 const char *flt_eps
= arb_get_helper_value(ins
->ctx
->reg_maps
->shader_version
.type
, ARB_EPS
);
2862 shader_addline(buffer
, "ABS TA.y, %s;\n", src1
);
2863 shader_addline(buffer
, "SGE TA.y, -TA.y, %s;\n", zero
);
2864 /* Possibly add flt_eps to avoid getting float special values */
2865 shader_addline(buffer
, "MAD TA.z, TA.y, %s, %s;\n", flt_eps
, src1
);
2866 shader_addline(buffer
, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins
));
2867 shader_addline(buffer
, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2868 shader_addline(buffer
, "MAD %s, TA.y, %s, TA.x;\n", dst
, one
);
2872 static void shader_hw_loop(const struct wined3d_shader_instruction
*ins
)
2874 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2876 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2879 shader_arb_get_src_param(ins
, &ins
->src
[1], 0, src_name
);
2883 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2884 struct list
*e
= list_head(&priv
->control_frames
);
2885 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2887 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2888 /* The constant loader makes sure to load -1 into iX.w */
2889 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2890 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2891 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2895 shader_addline(buffer
, "LOOP %s;\n", src_name
);
2899 static void shader_hw_rep(const struct wined3d_shader_instruction
*ins
)
2901 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2903 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2905 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name
);
2907 /* The constant loader makes sure to load -1 into iX.w */
2910 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2911 struct list
*e
= list_head(&priv
->control_frames
);
2912 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2914 if(priv
->loop_depth
> 1) shader_addline(buffer
, "PUSHA aL;\n");
2916 shader_addline(buffer
, "ARLC aL, %s.xywz;\n", src_name
);
2917 shader_addline(buffer
, "BRA loop_%u_end (LE.x);\n", control_frame
->no
.loop
);
2918 shader_addline(buffer
, "loop_%u_start:\n", control_frame
->no
.loop
);
2922 shader_addline(buffer
, "REP %s;\n", src_name
);
2926 static void shader_hw_endloop(const struct wined3d_shader_instruction
*ins
)
2928 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2929 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2933 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2934 struct list
*e
= list_head(&priv
->control_frames
);
2935 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2937 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2938 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2939 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2941 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2945 shader_addline(buffer
, "ENDLOOP;\n");
2949 static void shader_hw_endrep(const struct wined3d_shader_instruction
*ins
)
2951 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2952 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2956 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2957 struct list
*e
= list_head(&priv
->control_frames
);
2958 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
2960 shader_addline(buffer
, "ARAC aL.xy, aL;\n");
2961 shader_addline(buffer
, "BRA loop_%u_start (GT.x);\n", control_frame
->no
.loop
);
2962 shader_addline(buffer
, "loop_%u_end:\n", control_frame
->no
.loop
);
2964 if(priv
->loop_depth
> 1) shader_addline(buffer
, "POPA aL;\n");
2968 shader_addline(buffer
, "ENDREP;\n");
2972 static const struct control_frame
*find_last_loop(const struct shader_arb_ctx_priv
*priv
)
2974 struct control_frame
*control_frame
;
2976 LIST_FOR_EACH_ENTRY(control_frame
, &priv
->control_frames
, struct control_frame
, entry
)
2978 if(control_frame
->type
== LOOP
|| control_frame
->type
== REP
) return control_frame
;
2980 ERR("Could not find loop for break\n");
2984 static void shader_hw_break(const struct wined3d_shader_instruction
*ins
)
2986 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2987 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
2988 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
2992 shader_addline(buffer
, "BRA loop_%u_end;\n", control_frame
->no
.loop
);
2996 shader_addline(buffer
, "BRK;\n");
3000 static const char *get_compare(enum wined3d_shader_rel_op op
)
3004 case WINED3D_SHADER_REL_OP_GT
: return "GT";
3005 case WINED3D_SHADER_REL_OP_EQ
: return "EQ";
3006 case WINED3D_SHADER_REL_OP_GE
: return "GE";
3007 case WINED3D_SHADER_REL_OP_LT
: return "LT";
3008 case WINED3D_SHADER_REL_OP_NE
: return "NE";
3009 case WINED3D_SHADER_REL_OP_LE
: return "LE";
3011 FIXME("Unrecognized operator %#x.\n", op
);
3016 static enum wined3d_shader_rel_op
invert_compare(enum wined3d_shader_rel_op op
)
3020 case WINED3D_SHADER_REL_OP_GT
: return WINED3D_SHADER_REL_OP_LE
;
3021 case WINED3D_SHADER_REL_OP_EQ
: return WINED3D_SHADER_REL_OP_NE
;
3022 case WINED3D_SHADER_REL_OP_GE
: return WINED3D_SHADER_REL_OP_LT
;
3023 case WINED3D_SHADER_REL_OP_LT
: return WINED3D_SHADER_REL_OP_GE
;
3024 case WINED3D_SHADER_REL_OP_NE
: return WINED3D_SHADER_REL_OP_EQ
;
3025 case WINED3D_SHADER_REL_OP_LE
: return WINED3D_SHADER_REL_OP_GT
;
3027 FIXME("Unrecognized operator %#x.\n", op
);
3032 static void shader_hw_breakc(const struct wined3d_shader_instruction
*ins
)
3034 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3035 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3036 const struct control_frame
*control_frame
= find_last_loop(ins
->ctx
->backend_data
);
3039 const char *comp
= get_compare(ins
->flags
);
3041 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
3042 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
3046 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3047 * away the subtraction result
3049 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3050 shader_addline(buffer
, "BRA loop_%u_end (%s.x);\n", control_frame
->no
.loop
, comp
);
3054 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3055 shader_addline(buffer
, "BRK (%s.x);\n", comp
);
3059 static void shader_hw_ifc(const struct wined3d_shader_instruction
*ins
)
3061 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3062 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3063 struct list
*e
= list_head(&priv
->control_frames
);
3064 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3068 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3070 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, src_name0
);
3071 shader_arb_get_src_param(ins
, &ins
->src
[1], 1, src_name1
);
3075 /* Invert the flag. We jump to the else label if the condition is NOT true */
3076 comp
= get_compare(invert_compare(ins
->flags
));
3077 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3078 shader_addline(buffer
, "BRA ifc_%u_else (%s.x);\n", control_frame
->no
.ifc
, comp
);
3082 comp
= get_compare(ins
->flags
);
3083 shader_addline(buffer
, "SUBC TA, %s, %s;\n", src_name0
, src_name1
);
3084 shader_addline(buffer
, "IF %s.x;\n", comp
);
3088 static void shader_hw_else(const struct wined3d_shader_instruction
*ins
)
3090 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3091 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3092 struct list
*e
= list_head(&priv
->control_frames
);
3093 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3094 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3098 shader_addline(buffer
, "BRA ifc_%u_endif;\n", control_frame
->no
.ifc
);
3099 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3100 control_frame
->had_else
= TRUE
;
3104 shader_addline(buffer
, "ELSE;\n");
3108 static void shader_hw_endif(const struct wined3d_shader_instruction
*ins
)
3110 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3111 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3112 struct list
*e
= list_head(&priv
->control_frames
);
3113 struct control_frame
*control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
3114 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3118 if(control_frame
->had_else
)
3120 shader_addline(buffer
, "ifc_%u_endif:\n", control_frame
->no
.ifc
);
3124 shader_addline(buffer
, "#No else branch. else is endif\n");
3125 shader_addline(buffer
, "ifc_%u_else:\n", control_frame
->no
.ifc
);
3130 shader_addline(buffer
, "ENDIF;\n");
3134 static void shader_hw_texldd(const struct wined3d_shader_instruction
*ins
)
3136 DWORD sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3138 char reg_src
[3][40];
3139 WORD flags
= TEX_DERIV
;
3141 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3142 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_src
[0]);
3143 shader_arb_get_src_param(ins
, &ins
->src
[2], 1, reg_src
[1]);
3144 shader_arb_get_src_param(ins
, &ins
->src
[3], 2, reg_src
[2]);
3146 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3147 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3149 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_src
[0], flags
, reg_src
[1], reg_src
[2]);
3152 static void shader_hw_texldl(const struct wined3d_shader_instruction
*ins
)
3154 DWORD sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3157 WORD flags
= TEX_LOD
;
3159 shader_arb_get_dst_param(ins
, &ins
->dst
[0], reg_dest
);
3160 shader_arb_get_src_param(ins
, &ins
->src
[0], 0, reg_coord
);
3162 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
) flags
|= TEX_PROJ
;
3163 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
) flags
|= TEX_BIAS
;
3165 shader_hw_sample(ins
, sampler_idx
, reg_dest
, reg_coord
, flags
, NULL
, NULL
);
3168 static void shader_hw_label(const struct wined3d_shader_instruction
*ins
)
3170 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3171 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3173 priv
->in_main_func
= FALSE
;
3174 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3175 * subroutine, don't generate a label that will make GL complain
3177 if(priv
->target_version
== ARB
) return;
3179 shader_addline(buffer
, "l%u:\n", ins
->src
[0].reg
.idx
[0].offset
);
3182 static void vshader_add_footer(struct shader_arb_ctx_priv
*priv_ctx
,
3183 const struct arb_vshader_private
*shader_data
, const struct arb_vs_compile_args
*args
,
3184 const struct wined3d_shader_reg_maps
*reg_maps
, const struct wined3d_gl_info
*gl_info
,
3185 struct wined3d_string_buffer
*buffer
)
3189 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3190 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3191 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3192 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3194 if (args
->super
.fog_src
== VS_FOG_Z
)
3196 shader_addline(buffer
, "MOV result.fogcoord, TMP_OUT.z;\n");
3202 /* posFixup.x is always 1.0, so we can safely use it */
3203 shader_addline(buffer
, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3207 /* Clamp fogcoord */
3208 const char *zero
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ZERO
);
3209 const char *one
= arb_get_helper_value(reg_maps
->shader_version
.type
, ARB_ONE
);
3211 shader_addline(buffer
, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one
);
3212 shader_addline(buffer
, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero
);
3216 /* Clipplanes are always stored without y inversion */
3217 if (use_nv_clip(gl_info
) && priv_ctx
->target_version
>= NV2
)
3219 if (args
->super
.clip_enabled
)
3221 for (i
= 0; i
< priv_ctx
->vs_clipplanes
; i
++)
3223 shader_addline(buffer
, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i
, i
);
3227 else if (args
->clip
.boolclip
.clip_texcoord
)
3229 static const char component
[4] = {'x', 'y', 'z', 'w'};
3230 unsigned int cur_clip
= 0;
3231 const char *zero
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_ZERO
);
3233 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
3235 if (args
->clip
.boolclip
.clipplane_mask
& (1u << i
))
3237 shader_addline(buffer
, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3238 component
[cur_clip
++], i
);
3244 shader_addline(buffer
, "MOV TA, %s;\n", zero
);
3247 shader_addline(buffer
, "MOV TA.yzw, %s;\n", zero
);
3250 shader_addline(buffer
, "MOV TA.zw, %s;\n", zero
);
3253 shader_addline(buffer
, "MOV TA.w, %s;\n", zero
);
3256 shader_addline(buffer
, "MOV result.texcoord[%u], TA;\n",
3257 args
->clip
.boolclip
.clip_texcoord
- 1);
3260 /* Write the final position.
3262 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3263 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3264 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3265 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3267 shader_addline(buffer
, "MUL TA, posFixup, TMP_OUT.w;\n");
3268 shader_addline(buffer
, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3269 shader_addline(buffer
, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3271 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3272 * and the glsl equivalent
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
);
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");
3285 shader_addline(buffer
, "MOV result.position, TMP_OUT;\n");
3287 priv_ctx
->footer_written
= TRUE
;
3290 static void shader_hw_ret(const struct wined3d_shader_instruction
*ins
)
3292 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3293 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3294 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3295 BOOL vshader
= shader_is_vshader_version(ins
->ctx
->reg_maps
->shader_version
.type
);
3297 if(priv
->target_version
== ARB
) return;
3301 if (priv
->in_main_func
) vshader_add_footer(priv
, shader
->backend_data
,
3302 priv
->cur_vs_args
, ins
->ctx
->reg_maps
, ins
->ctx
->gl_info
, buffer
);
3305 shader_addline(buffer
, "RET;\n");
3308 static void shader_hw_call(const struct wined3d_shader_instruction
*ins
)
3310 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3311 shader_addline(buffer
, "CAL l%u;\n", ins
->src
[0].reg
.idx
[0].offset
);
3314 static BOOL
shader_arb_compile(const struct wined3d_gl_info
*gl_info
, GLenum target
, const char *src
)
3316 const char *ptr
, *line
;
3319 if (TRACE_ON(d3d_shader
))
3322 while ((line
= get_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
3325 GL_EXTCALL(glProgramStringARB(target
, GL_PROGRAM_FORMAT_ASCII_ARB
, strlen(src
), src
));
3326 checkGLcall("glProgramStringARB()");
3328 if (FIXME_ON(d3d_shader
))
3330 gl_info
->gl_ops
.gl
.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB
, &pos
);
3333 FIXME_(d3d_shader
)("Program error at position %d: %s\n\n", pos
,
3334 debugstr_a((const char *)gl_info
->gl_ops
.gl
.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB
)));
3336 while ((line
= get_line(&ptr
))) FIXME_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
3337 FIXME_(d3d_shader
)("\n");
3343 if (WARN_ON(d3d_perf
))
3345 GL_EXTCALL(glGetProgramivARB(target
, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB
, &native
));
3346 checkGLcall("glGetProgramivARB()");
3348 WARN_(d3d_perf
)("Program exceeds native resource limits.\n");
3354 /* Context activation is done by the caller. */
3355 static GLuint
create_arb_blt_vertex_program(const struct wined3d_gl_info
*gl_info
)
3357 GLuint program_id
= 0;
3359 static const char blt_vprogram
[] =
3361 "PARAM c[1] = { { 1, 0.5 } };\n"
3362 "MOV result.position, vertex.position;\n"
3363 "MOV result.color, c[0].x;\n"
3364 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3367 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3368 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, program_id
));
3369 shader_arb_compile(gl_info
, GL_VERTEX_PROGRAM_ARB
, blt_vprogram
);
3374 /* Context activation is done by the caller. */
3375 static GLuint
create_arb_blt_fragment_program(const struct wined3d_gl_info
*gl_info
,
3376 enum wined3d_gl_resource_type tex_type
, BOOL masked
)
3378 GLuint program_id
= 0;
3379 const char *fprogram
;
3381 static const char * const blt_fprograms_full
[WINED3D_GL_RES_TYPE_COUNT
] =
3383 /* WINED3D_GL_RES_TYPE_TEX_1D */
3385 /* WINED3D_GL_RES_TYPE_TEX_2D */
3388 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3389 "MOV result.depth.z, R0.x;\n"
3391 /* WINED3D_GL_RES_TYPE_TEX_3D */
3393 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
3396 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3397 "MOV result.depth.z, R0.x;\n"
3399 /* WINED3D_GL_RES_TYPE_TEX_RECT */
3402 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3403 "MOV result.depth.z, R0.x;\n"
3405 /* WINED3D_GL_RES_TYPE_BUFFER */
3407 /* WINED3D_GL_RES_TYPE_RB */
3411 static const char * const blt_fprograms_masked
[WINED3D_GL_RES_TYPE_COUNT
] =
3413 /* WINED3D_GL_RES_TYPE_TEX_1D */
3415 /* WINED3D_GL_RES_TYPE_TEX_2D */
3417 "PARAM mask = program.local[0];\n"
3419 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3420 "MUL R0.x, R0.x, R0.y;\n"
3422 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3423 "MOV result.depth.z, R0.x;\n"
3425 /* WINED3D_GL_RES_TYPE_TEX_3D */
3427 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
3429 "PARAM mask = program.local[0];\n"
3431 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3432 "MUL R0.x, R0.x, R0.y;\n"
3434 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3435 "MOV result.depth.z, R0.x;\n"
3437 /* WINED3D_GL_RES_TYPE_TEX_RECT */
3439 "PARAM mask = program.local[0];\n"
3441 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3442 "MUL R0.x, R0.x, R0.y;\n"
3444 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3445 "MOV result.depth.z, R0.x;\n"
3447 /* WINED3D_GL_RES_TYPE_BUFFER */
3449 /* WINED3D_GL_RES_TYPE_RB */
3453 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3456 FIXME("tex_type %#x not supported, falling back to 2D\n", tex_type
);
3457 tex_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
3458 fprogram
= masked
? blt_fprograms_masked
[tex_type
] : blt_fprograms_full
[tex_type
];
3461 GL_EXTCALL(glGenProgramsARB(1, &program_id
));
3462 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, program_id
));
3463 shader_arb_compile(gl_info
, GL_FRAGMENT_PROGRAM_ARB
, fprogram
);
3468 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer
*buffer
, const char *fragcolor
,
3469 const char *tmp1
, const char *tmp2
, const char *tmp3
, const char *tmp4
, BOOL condcode
)
3471 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3475 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3476 shader_addline(buffer
, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1
, fragcolor
);
3477 /* Calculate the > 0.0031308 case */
3478 shader_addline(buffer
, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor
, fragcolor
);
3479 shader_addline(buffer
, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor
, fragcolor
);
3480 shader_addline(buffer
, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor
, fragcolor
);
3481 shader_addline(buffer
, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor
, fragcolor
);
3482 shader_addline(buffer
, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor
, fragcolor
);
3483 /* Calculate the < case */
3484 shader_addline(buffer
, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor
, fragcolor
);
3488 /* Calculate the > 0.0031308 case */
3489 shader_addline(buffer
, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1
, fragcolor
);
3490 shader_addline(buffer
, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1
, fragcolor
);
3491 shader_addline(buffer
, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1
, fragcolor
);
3492 shader_addline(buffer
, "MUL %s, %s, srgb_consts0.y;\n", tmp1
, tmp1
);
3493 shader_addline(buffer
, "SUB %s, %s, srgb_consts0.z;\n", tmp1
, tmp1
);
3494 /* Calculate the < case */
3495 shader_addline(buffer
, "MUL %s, srgb_consts0.w, %s;\n", tmp2
, fragcolor
);
3496 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3497 shader_addline(buffer
, "SLT %s, srgb_consts1.x, %s;\n", tmp3
, fragcolor
);
3498 shader_addline(buffer
, "SGE %s, srgb_consts1.x, %s;\n", tmp4
, fragcolor
);
3499 /* Store the components > 0.0031308 in the destination */
3500 shader_addline(buffer
, "MUL %s.xyz, %s, %s;\n", fragcolor
, tmp1
, tmp3
);
3501 /* Add the components that are < 0.0031308 */
3502 shader_addline(buffer
, "MAD %s.xyz, %s, %s, %s;\n", fragcolor
, tmp2
, tmp4
, fragcolor
);
3503 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3504 * result.color writes(.rgb first, then .a), or handle overwriting already written
3505 * components. The assembler uses a temporary register in this case, which is usually
3506 * not allocated from one of our registers that were used earlier.
3509 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3512 static const DWORD
*find_loop_control_values(const struct wined3d_shader
*shader
, DWORD idx
)
3514 const struct wined3d_shader_lconst
*constant
;
3516 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3518 if (constant
->idx
== idx
)
3520 return constant
->value
;
3526 static void init_ps_input(const struct wined3d_shader
*shader
,
3527 const struct arb_ps_compile_args
*args
, struct shader_arb_ctx_priv
*priv
)
3529 static const char * const texcoords
[8] =
3531 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3532 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3535 const struct wined3d_shader_signature_element
*input
;
3536 const char *semantic_name
;
3539 switch(args
->super
.vp_mode
)
3541 case pretransformed
:
3543 /* The pixelshader has to collect the varyings on its own. In any case properly load
3544 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3545 * other attribs to 0.0.
3547 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3548 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3549 * load the texcoord attrib pointers to match the pixel shader signature
3551 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
3553 input
= &shader
->input_signature
.elements
[i
];
3554 if (!(semantic_name
= input
->semantic_name
))
3556 semantic_idx
= input
->semantic_idx
;
3558 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
3561 priv
->ps_input
[input
->register_idx
] = "fragment.color.primary";
3562 else if (semantic_idx
== 1)
3563 priv
->ps_input
[input
->register_idx
] = "fragment.color.secondary";
3565 priv
->ps_input
[input
->register_idx
] = "0.0";
3567 else if (args
->super
.vp_mode
== fixedfunction
)
3569 priv
->ps_input
[input
->register_idx
] = "0.0";
3571 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
3573 if (semantic_idx
< 8)
3574 priv
->ps_input
[input
->register_idx
] = texcoords
[semantic_idx
];
3576 priv
->ps_input
[input
->register_idx
] = "0.0";
3578 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
3581 priv
->ps_input
[input
->register_idx
] = "fragment.fogcoord";
3583 priv
->ps_input
[input
->register_idx
] = "0.0";
3587 priv
->ps_input
[input
->register_idx
] = "0.0";
3590 TRACE("v%u, semantic %s%u is %s\n", input
->register_idx
,
3591 semantic_name
, semantic_idx
, priv
->ps_input
[input
->register_idx
]);
3596 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3599 for(i
= 0; i
< 8; i
++)
3601 priv
->ps_input
[i
] = texcoords
[i
];
3603 priv
->ps_input
[8] = "fragment.color.primary";
3604 priv
->ps_input
[9] = "fragment.color.secondary";
3609 static void arbfp_add_linear_fog(struct wined3d_string_buffer
*buffer
,
3610 const char *fragcolor
, const char *tmp
)
3612 shader_addline(buffer
, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp
);
3613 shader_addline(buffer
, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp
, tmp
);
3614 shader_addline(buffer
, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor
, tmp
, fragcolor
);
3617 /* Context activation is done by the caller. */
3618 static GLuint
shader_arb_generate_pshader(const struct wined3d_shader
*shader
,
3619 const struct wined3d_gl_info
*gl_info
, struct wined3d_string_buffer
*buffer
,
3620 const struct arb_ps_compile_args
*args
, struct arb_ps_compiled_shader
*compiled
)
3622 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3623 const DWORD
*function
= shader
->function
;
3626 DWORD next_local
= 0;
3627 struct shader_arb_ctx_priv priv_ctx
;
3628 BOOL dcl_td
= FALSE
;
3629 BOOL want_nv_prog
= FALSE
;
3630 struct arb_pshader_private
*shader_priv
= shader
->backend_data
;
3632 BOOL custom_linear_fog
= FALSE
;
3636 unsigned int i
, found
= 0;
3638 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
3641 || (shader
->u
.ps
.color0_mov
&& i
== shader
->u
.ps
.color0_reg
)
3642 || (reg_maps
->shader_version
.major
< 2 && !i
))
3645 sprintf(srgbtmp
[found
], "R%u", i
);
3647 if (found
== 4) break;
3652 sprintf(srgbtmp
[0], "TA");
3653 sprintf(srgbtmp
[1], "TB");
3654 sprintf(srgbtmp
[2], "TC");
3655 sprintf(srgbtmp
[3], "TD");
3659 sprintf(srgbtmp
[1], "TA");
3660 sprintf(srgbtmp
[2], "TB");
3661 sprintf(srgbtmp
[3], "TC");
3664 sprintf(srgbtmp
[2], "TA");
3665 sprintf(srgbtmp
[3], "TB");
3668 sprintf(srgbtmp
[3], "TA");
3674 /* Create the hw ARB shader */
3675 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3676 priv_ctx
.cur_ps_args
= args
;
3677 priv_ctx
.compiled_fprog
= compiled
;
3678 priv_ctx
.cur_np2fixup_info
= &compiled
->np2fixup_info
;
3679 init_ps_input(shader
, args
, &priv_ctx
);
3680 list_init(&priv_ctx
.control_frames
);
3681 priv_ctx
.ps_post_process
= args
->super
.srgb_correction
;
3683 /* Avoid enabling NV_fragment_program* if we do not need it.
3685 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3686 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3687 * is faster than what we gain from using higher native instructions. There are some things though
3688 * that cannot be emulated. In that case enable the extensions.
3689 * If the extension is enabled, instruction handlers that support both ways will use it.
3691 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3692 * So enable the best we can get.
3694 if(reg_maps
->usesdsx
|| reg_maps
->usesdsy
|| reg_maps
->loop_depth
> 0 || reg_maps
->usestexldd
||
3695 reg_maps
->usestexldl
|| reg_maps
->usesfacing
|| reg_maps
->usesifc
|| reg_maps
->usescall
)
3697 want_nv_prog
= TRUE
;
3700 shader_addline(buffer
, "!!ARBfp1.0\n");
3701 if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
3703 shader_addline(buffer
, "OPTION NV_fragment_program2;\n");
3704 priv_ctx
.target_version
= NV3
;
3706 else if (want_nv_prog
&& gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
3708 shader_addline(buffer
, "OPTION NV_fragment_program;\n");
3709 priv_ctx
.target_version
= NV2
;
3713 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3716 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3719 priv_ctx
.target_version
= ARB
;
3722 if (reg_maps
->rt_mask
> 1)
3724 shader_addline(buffer
, "OPTION ARB_draw_buffers;\n");
3727 if (reg_maps
->shader_version
.major
< 3)
3729 switch (args
->super
.fog
)
3731 case WINED3D_FFP_PS_FOG_OFF
:
3733 case WINED3D_FFP_PS_FOG_LINEAR
:
3734 if (gl_info
->quirks
& WINED3D_QUIRK_BROKEN_ARB_FOG
)
3736 custom_linear_fog
= TRUE
;
3737 priv_ctx
.ps_post_process
= TRUE
;
3740 shader_addline(buffer
, "OPTION ARB_fog_linear;\n");
3742 case WINED3D_FFP_PS_FOG_EXP
:
3743 shader_addline(buffer
, "OPTION ARB_fog_exp;\n");
3745 case WINED3D_FFP_PS_FOG_EXP2
:
3746 shader_addline(buffer
, "OPTION ARB_fog_exp2;\n");
3751 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3752 * unused temps away(but occupies them for the whole shader if they're used once). Always
3753 * declaring them avoids tricky bookkeeping work
3755 shader_addline(buffer
, "TEMP TA;\n"); /* Used for modifiers */
3756 shader_addline(buffer
, "TEMP TB;\n"); /* Used for modifiers */
3757 shader_addline(buffer
, "TEMP TC;\n"); /* Used for modifiers */
3758 if(dcl_td
) shader_addline(buffer
, "TEMP TD;\n"); /* Used for sRGB writing */
3759 shader_addline(buffer
, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3760 shader_addline(buffer
, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3761 wined3d_ftoa(eps
, ftoa_tmp
);
3762 shader_addline(buffer
, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp
);
3764 if (reg_maps
->shader_version
.major
< 2)
3766 strcpy(fragcolor
, "R0");
3770 if (priv_ctx
.ps_post_process
)
3772 if (shader
->u
.ps
.color0_mov
)
3774 sprintf(fragcolor
, "R%u", shader
->u
.ps
.color0_reg
);
3778 shader_addline(buffer
, "TEMP TMP_COLOR;\n");
3779 strcpy(fragcolor
, "TMP_COLOR");
3782 strcpy(fragcolor
, "result.color");
3786 if (args
->super
.srgb_correction
)
3788 shader_addline(buffer
, "PARAM srgb_consts0 = ");
3789 shader_arb_append_imm_vec4(buffer
, wined3d_srgb_const0
);
3790 shader_addline(buffer
, ";\n");
3791 shader_addline(buffer
, "PARAM srgb_consts1 = ");
3792 shader_arb_append_imm_vec4(buffer
, wined3d_srgb_const1
);
3793 shader_addline(buffer
, ";\n");
3796 /* Base Declarations */
3797 shader_generate_arb_declarations(shader
, reg_maps
, buffer
, gl_info
, NULL
, &priv_ctx
);
3799 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
3801 unsigned char bump_const
;
3803 if (!(map
& 1)) continue;
3805 bump_const
= compiled
->numbumpenvmatconsts
;
3806 compiled
->bumpenvmatconst
[bump_const
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3807 compiled
->bumpenvmatconst
[bump_const
].texunit
= i
;
3808 compiled
->luminanceconst
[bump_const
].const_num
= WINED3D_CONST_NUM_UNUSED
;
3809 compiled
->luminanceconst
[bump_const
].texunit
= i
;
3811 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3812 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3813 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3814 * textures due to conditional NP2 restrictions)
3816 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3817 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3818 * their location is shader dependent anyway and they cannot be loaded globally.
3820 compiled
->bumpenvmatconst
[bump_const
].const_num
= next_local
++;
3821 shader_addline(buffer
, "PARAM bumpenvmat%d = program.local[%d];\n",
3822 i
, compiled
->bumpenvmatconst
[bump_const
].const_num
);
3823 compiled
->numbumpenvmatconsts
= bump_const
+ 1;
3825 if (!(reg_maps
->luminanceparams
& (1u << i
)))
3828 compiled
->luminanceconst
[bump_const
].const_num
= next_local
++;
3829 shader_addline(buffer
, "PARAM luminance%d = program.local[%d];\n",
3830 i
, compiled
->luminanceconst
[bump_const
].const_num
);
3833 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
3835 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
3836 if (reg_maps
->integer_constants
& (1u << i
) && priv_ctx
.target_version
>= NV2
)
3838 const DWORD
*control_values
= find_loop_control_values(shader
, i
);
3842 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
3843 control_values
[0], control_values
[1], control_values
[2]);
3847 compiled
->int_consts
[i
] = next_local
;
3848 compiled
->num_int_consts
++;
3849 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
3854 if(reg_maps
->vpos
|| reg_maps
->usesdsy
)
3856 compiled
->ycorrection
= next_local
;
3857 shader_addline(buffer
, "PARAM ycorrection = program.local[%u];\n", next_local
++);
3861 shader_addline(buffer
, "TEMP vpos;\n");
3862 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3863 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3864 * ycorrection.z: 1.0
3865 * ycorrection.w: 0.0
3867 shader_addline(buffer
, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3868 shader_addline(buffer
, "FLR vpos.xy, vpos;\n");
3873 compiled
->ycorrection
= WINED3D_CONST_NUM_UNUSED
;
3876 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3877 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3878 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3879 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3880 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3881 * shader compilation errors and the subsequent errors when drawing with this shader. */
3882 if (priv_ctx
.cur_ps_args
->super
.np2_fixup
) {
3883 unsigned char cur_fixup_sampler
= 0;
3885 struct arb_ps_np2fixup_info
* const fixup
= priv_ctx
.cur_np2fixup_info
;
3886 const WORD map
= priv_ctx
.cur_ps_args
->super
.np2_fixup
;
3887 const UINT max_lconsts
= gl_info
->limits
.arb_ps_local_constants
;
3889 fixup
->offset
= next_local
;
3890 fixup
->super
.active
= 0;
3892 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3894 if (!(map
& (1u << i
)))
3897 if (fixup
->offset
+ (cur_fixup_sampler
>> 1) < max_lconsts
)
3899 fixup
->super
.active
|= (1u << i
);
3900 fixup
->super
.idx
[i
] = cur_fixup_sampler
++;
3904 FIXME("No free constant found to load NP2 fixup data into shader. "
3905 "Sampling from this texture will probably look wrong.\n");
3910 fixup
->super
.num_consts
= (cur_fixup_sampler
+ 1) >> 1;
3911 if (fixup
->super
.num_consts
) {
3912 shader_addline(buffer
, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3913 fixup
->super
.num_consts
, fixup
->offset
, fixup
->super
.num_consts
+ fixup
->offset
- 1);
3917 if (shader_priv
->clipplane_emulation
!= ~0U && args
->clip
)
3919 shader_addline(buffer
, "KIL fragment.texcoord[%u];\n", shader_priv
->clipplane_emulation
);
3922 /* Base Shader Body */
3923 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
3925 if(args
->super
.srgb_correction
) {
3926 arbfp_add_sRGB_correction(buffer
, fragcolor
, srgbtmp
[0], srgbtmp
[1], srgbtmp
[2], srgbtmp
[3],
3927 priv_ctx
.target_version
>= NV2
);
3930 if (custom_linear_fog
)
3931 arbfp_add_linear_fog(buffer
, fragcolor
, "TA");
3933 if(strcmp(fragcolor
, "result.color")) {
3934 shader_addline(buffer
, "MOV result.color, %s;\n", fragcolor
);
3936 shader_addline(buffer
, "END\n");
3938 /* TODO: change to resource.glObjectHandle or something like that */
3939 GL_EXTCALL(glGenProgramsARB(1, &retval
));
3941 TRACE("Creating a hw pixel shader, prg=%d\n", retval
);
3942 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, retval
));
3944 TRACE("Created hw pixel shader, prg=%d\n", retval
);
3945 if (!shader_arb_compile(gl_info
, GL_FRAGMENT_PROGRAM_ARB
, buffer
->buffer
))
3951 static int compare_sig(const struct wined3d_shader_signature
*sig1
, const struct wined3d_shader_signature
*sig2
)
3956 if (sig1
->element_count
!= sig2
->element_count
)
3957 return sig1
->element_count
< sig2
->element_count
? -1 : 1;
3959 for (i
= 0; i
< sig1
->element_count
; ++i
)
3961 const struct wined3d_shader_signature_element
*e1
, *e2
;
3963 e1
= &sig1
->elements
[i
];
3964 e2
= &sig2
->elements
[i
];
3966 if (!e1
->semantic_name
|| !e2
->semantic_name
)
3968 /* Compare pointers, not contents. One string is NULL (element
3969 * does not exist), the other one is not NULL. */
3970 if (e1
->semantic_name
!= e2
->semantic_name
)
3971 return e1
->semantic_name
< e2
->semantic_name
? -1 : 1;
3975 if ((ret
= strcmp(e1
->semantic_name
, e2
->semantic_name
)))
3977 if (e1
->semantic_idx
!= e2
->semantic_idx
)
3978 return e1
->semantic_idx
< e2
->semantic_idx
? -1 : 1;
3979 if (e1
->sysval_semantic
!= e2
->sysval_semantic
)
3980 return e1
->sysval_semantic
< e2
->sysval_semantic
? -1 : 1;
3981 if (e1
->component_type
!= e2
->component_type
)
3982 return e1
->component_type
< e2
->component_type
? -1 : 1;
3983 if (e1
->register_idx
!= e2
->register_idx
)
3984 return e1
->register_idx
< e2
->register_idx
? -1 : 1;
3985 if (e1
->mask
!= e2
->mask
)
3986 return e1
->mask
< e2
->mask
? -1 : 1;
3991 static void clone_sig(struct wined3d_shader_signature
*new, const struct wined3d_shader_signature
*sig
)
3996 new->element_count
= sig
->element_count
;
3997 new->elements
= wined3d_calloc(new->element_count
, sizeof(*new->elements
));
3998 for (i
= 0; i
< sig
->element_count
; ++i
)
4000 new->elements
[i
] = sig
->elements
[i
];
4002 if (!new->elements
[i
].semantic_name
)
4005 /* Clone the semantic string */
4006 name
= HeapAlloc(GetProcessHeap(), 0, strlen(sig
->elements
[i
].semantic_name
) + 1);
4007 strcpy(name
, sig
->elements
[i
].semantic_name
);
4008 new->elements
[i
].semantic_name
= name
;
4012 static DWORD
find_input_signature(struct shader_arb_priv
*priv
, const struct wined3d_shader_signature
*sig
)
4014 struct wine_rb_entry
*entry
= wine_rb_get(&priv
->signature_tree
, sig
);
4015 struct ps_signature
*found_sig
;
4019 found_sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4020 TRACE("Found existing signature %u\n", found_sig
->idx
);
4021 return found_sig
->idx
;
4023 found_sig
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*found_sig
));
4024 clone_sig(&found_sig
->sig
, sig
);
4025 found_sig
->idx
= priv
->ps_sig_number
++;
4026 TRACE("New signature stored and assigned number %u\n", found_sig
->idx
);
4027 if(wine_rb_put(&priv
->signature_tree
, sig
, &found_sig
->entry
) == -1)
4029 ERR("Failed to insert program entry.\n");
4031 return found_sig
->idx
;
4034 static void init_output_registers(const struct wined3d_shader
*shader
,
4035 const struct wined3d_shader_signature
*ps_input_sig
,
4036 struct shader_arb_ctx_priv
*priv_ctx
, struct arb_vs_compiled_shader
*compiled
)
4039 static const char * const texcoords
[8] =
4041 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4042 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
4044 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
4045 * and varying 9 to result.color.secondary
4047 static const char * const decl_idx_to_string
[MAX_REG_INPUT
] =
4049 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4050 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
4051 "result.color.primary", "result.color.secondary"
4056 TRACE("Pixel shader uses builtin varyings\n");
4057 /* Map builtins to builtins */
4058 for(i
= 0; i
< 8; i
++)
4060 priv_ctx
->texcrd_output
[i
] = texcoords
[i
];
4062 priv_ctx
->color_output
[0] = "result.color.primary";
4063 priv_ctx
->color_output
[1] = "result.color.secondary";
4064 priv_ctx
->fog_output
= "TMP_FOGCOORD";
4066 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
4067 for (i
= 0; i
< shader
->output_signature
.element_count
; ++i
)
4069 const struct wined3d_shader_signature_element
*output
= &shader
->output_signature
.elements
[i
];
4071 if (!output
->semantic_name
)
4074 if (shader_match_semantic(output
->semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4076 TRACE("o%u is TMP_OUT\n", output
->register_idx
);
4077 if (!output
->semantic_idx
)
4078 priv_ctx
->vs_output
[output
->register_idx
] = "TMP_OUT";
4080 priv_ctx
->vs_output
[output
->register_idx
] = "TA";
4082 else if (shader_match_semantic(output
->semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4084 TRACE("o%u is result.pointsize\n", output
->register_idx
);
4085 if (!output
->semantic_idx
)
4086 priv_ctx
->vs_output
[output
->register_idx
] = "result.pointsize";
4088 priv_ctx
->vs_output
[output
->register_idx
] = "TA";
4090 else if (shader_match_semantic(output
->semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4092 TRACE("o%u is result.color.?, idx %u\n", output
->register_idx
, output
->semantic_idx
);
4093 if (!output
->semantic_idx
)
4094 priv_ctx
->vs_output
[output
->register_idx
] = "result.color.primary";
4095 else if (output
->semantic_idx
== 1)
4096 priv_ctx
->vs_output
[output
->register_idx
] = "result.color.secondary";
4097 else priv_ctx
->vs_output
[output
->register_idx
] = "TA";
4099 else if (shader_match_semantic(output
->semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4101 TRACE("o%u is result.texcoord[%u]\n", output
->register_idx
, output
->semantic_idx
);
4102 if (output
->semantic_idx
>= 8)
4103 priv_ctx
->vs_output
[output
->register_idx
] = "TA";
4105 priv_ctx
->vs_output
[output
->register_idx
] = texcoords
[output
->semantic_idx
];
4107 else if (shader_match_semantic(output
->semantic_name
, WINED3D_DECL_USAGE_FOG
))
4109 TRACE("o%u is result.fogcoord\n", output
->register_idx
);
4110 if (output
->semantic_idx
> 0)
4111 priv_ctx
->vs_output
[output
->register_idx
] = "TA";
4113 priv_ctx
->vs_output
[output
->register_idx
] = "result.fogcoord";
4117 priv_ctx
->vs_output
[output
->register_idx
] = "TA";
4123 TRACE("Pixel shader uses declared varyings\n");
4125 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4126 for(i
= 0; i
< 8; i
++)
4128 priv_ctx
->texcrd_output
[i
] = "TA";
4130 priv_ctx
->color_output
[0] = "TA";
4131 priv_ctx
->color_output
[1] = "TA";
4132 priv_ctx
->fog_output
= "TA";
4134 for (i
= 0; i
< ps_input_sig
->element_count
; ++i
)
4136 const struct wined3d_shader_signature_element
*input
= &ps_input_sig
->elements
[i
];
4138 if (!input
->semantic_name
)
4141 /* If a declared input register is not written by builtin arguments, don't write to it.
4142 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4144 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4145 * to TMP_OUT in any case
4147 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4149 if (input
->semantic_idx
< 8)
4150 priv_ctx
->texcrd_output
[input
->semantic_idx
] = decl_idx_to_string
[input
->register_idx
];
4152 else if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4154 if (input
->semantic_idx
< 2)
4155 priv_ctx
->color_output
[input
->semantic_idx
] = decl_idx_to_string
[input
->register_idx
];
4157 else if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_FOG
))
4159 if (!input
->semantic_idx
)
4160 priv_ctx
->fog_output
= decl_idx_to_string
[input
->register_idx
];
4167 if (!strcmp(decl_idx_to_string
[input
->register_idx
], "result.color.primary")
4168 || !strcmp(decl_idx_to_string
[input
->register_idx
], "result.color.secondary"))
4170 compiled
->need_color_unclamp
= TRUE
;
4174 /* Map declared to declared */
4175 for (i
= 0; i
< shader
->output_signature
.element_count
; ++i
)
4177 const struct wined3d_shader_signature_element
*output
= &shader
->output_signature
.elements
[i
];
4179 /* Write unread output to TA to throw them away */
4180 priv_ctx
->vs_output
[output
->register_idx
] = "TA";
4182 if (!output
->semantic_name
)
4185 if (shader_match_semantic(output
->semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !output
->semantic_idx
)
4187 priv_ctx
->vs_output
[output
->register_idx
] = "TMP_OUT";
4190 else if (shader_match_semantic(output
->semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && !output
->semantic_idx
)
4192 priv_ctx
->vs_output
[output
->register_idx
] = "result.pointsize";
4196 for (j
= 0; j
< ps_input_sig
->element_count
; ++j
)
4198 const struct wined3d_shader_signature_element
*input
= &ps_input_sig
->elements
[j
];
4200 if (!input
->semantic_name
)
4203 if (!strcmp(input
->semantic_name
, output
->semantic_name
)
4204 && input
->semantic_idx
== output
->semantic_idx
)
4206 priv_ctx
->vs_output
[output
->register_idx
] = decl_idx_to_string
[input
->register_idx
];
4208 if (!strcmp(priv_ctx
->vs_output
[output
->register_idx
], "result.color.primary")
4209 || !strcmp(priv_ctx
->vs_output
[output
->register_idx
], "result.color.secondary"))
4211 compiled
->need_color_unclamp
= TRUE
;
4218 /* Context activation is done by the caller. */
4219 static GLuint
shader_arb_generate_vshader(const struct wined3d_shader
*shader
,
4220 const struct wined3d_gl_info
*gl_info
, struct wined3d_string_buffer
*buffer
,
4221 const struct arb_vs_compile_args
*args
, struct arb_vs_compiled_shader
*compiled
,
4222 const struct wined3d_shader_signature
*ps_input_sig
)
4224 const struct arb_vshader_private
*shader_data
= shader
->backend_data
;
4225 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4226 struct shader_arb_priv
*priv
= shader
->device
->shader_priv
;
4227 const DWORD
*function
= shader
->function
;
4229 DWORD next_local
= 0;
4230 struct shader_arb_ctx_priv priv_ctx
;
4233 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4234 priv_ctx
.cur_vs_args
= args
;
4235 list_init(&priv_ctx
.control_frames
);
4236 init_output_registers(shader
, ps_input_sig
, &priv_ctx
, compiled
);
4238 /* Create the hw ARB shader */
4239 shader_addline(buffer
, "!!ARBvp1.0\n");
4241 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4242 * mesurable performance penalty, and we can always make use of it for clipplanes.
4244 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4246 shader_addline(buffer
, "OPTION NV_vertex_program3;\n");
4247 priv_ctx
.target_version
= NV3
;
4248 shader_addline(buffer
, "ADDRESS aL;\n");
4250 else if (gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4252 shader_addline(buffer
, "OPTION NV_vertex_program2;\n");
4253 priv_ctx
.target_version
= NV2
;
4254 shader_addline(buffer
, "ADDRESS aL;\n");
4256 priv_ctx
.target_version
= ARB
;
4259 shader_addline(buffer
, "TEMP TMP_OUT;\n");
4261 shader_addline(buffer
, "TEMP TMP_FOGCOORD;\n");
4262 if (need_helper_const(shader_data
, reg_maps
, gl_info
))
4265 wined3d_ftoa(eps
, ftoa_tmp
);
4266 shader_addline(buffer
, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp
);
4268 if (need_rel_addr_const(shader_data
, reg_maps
, gl_info
))
4270 shader_addline(buffer
, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data
->rel_offset
);
4271 shader_addline(buffer
, "TEMP A0_SHADOW;\n");
4274 shader_addline(buffer
, "TEMP TA;\n");
4275 shader_addline(buffer
, "TEMP TB;\n");
4277 /* Base Declarations */
4278 shader_generate_arb_declarations(shader
, reg_maps
, buffer
, gl_info
,
4279 &priv_ctx
.vs_clipplanes
, &priv_ctx
);
4281 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
4283 compiled
->int_consts
[i
] = WINED3D_CONST_NUM_UNUSED
;
4284 if (reg_maps
->integer_constants
& (1u << i
) && priv_ctx
.target_version
>= NV2
)
4286 const DWORD
*control_values
= find_loop_control_values(shader
, i
);
4290 shader_addline(buffer
, "PARAM I%u = {%u, %u, %u, -1};\n", i
,
4291 control_values
[0], control_values
[1], control_values
[2]);
4295 compiled
->int_consts
[i
] = next_local
;
4296 compiled
->num_int_consts
++;
4297 shader_addline(buffer
, "PARAM I%u = program.local[%u];\n", i
, next_local
++);
4302 /* We need a constant to fixup the final position */
4303 shader_addline(buffer
, "PARAM posFixup = program.local[%u];\n", next_local
);
4304 compiled
->pos_fixup
= next_local
++;
4306 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4307 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4308 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4309 * a replacement shader depend on the texcoord.w being set properly.
4311 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4312 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4313 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4314 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4315 * this can eat a number of instructions, so skip it unless this cap is set as well
4317 if (!gl_info
->supported
[NV_VERTEX_PROGRAM
])
4319 const char *color_init
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_0001
);
4320 shader_addline(buffer
, "MOV result.color.secondary, %s;\n", color_init
);
4322 if (gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
&& !priv
->ffp_proj_control
)
4325 const char *one
= arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX
, ARB_ONE
);
4326 for(i
= 0; i
< MAX_REG_TEXCRD
; i
++)
4328 if (reg_maps
->u
.texcoord_mask
[i
] && reg_maps
->u
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
4329 shader_addline(buffer
, "MOV result.texcoord[%u].w, %s\n", i
, one
);
4334 /* The shader starts with the main function */
4335 priv_ctx
.in_main_func
= TRUE
;
4336 /* Base Shader Body */
4337 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4339 if (!priv_ctx
.footer_written
) vshader_add_footer(&priv_ctx
,
4340 shader_data
, args
, reg_maps
, gl_info
, buffer
);
4342 shader_addline(buffer
, "END\n");
4344 /* TODO: change to resource.glObjectHandle or something like that */
4345 GL_EXTCALL(glGenProgramsARB(1, &ret
));
4347 TRACE("Creating a hw vertex shader, prg=%d\n", ret
);
4348 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, ret
));
4350 TRACE("Created hw vertex shader, prg=%d\n", ret
);
4351 if (!shader_arb_compile(gl_info
, GL_VERTEX_PROGRAM_ARB
, buffer
->buffer
))
4357 /* Context activation is done by the caller. */
4358 static struct arb_ps_compiled_shader
*find_arb_pshader(struct wined3d_shader
*shader
,
4359 const struct arb_ps_compile_args
*args
)
4361 struct wined3d_device
*device
= shader
->device
;
4362 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4363 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
4366 struct arb_ps_compiled_shader
*new_array
;
4367 struct wined3d_string_buffer buffer
;
4368 struct arb_pshader_private
*shader_data
;
4371 if (!shader
->backend_data
)
4373 struct shader_arb_priv
*priv
= device
->shader_priv
;
4375 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4376 shader_data
= shader
->backend_data
;
4377 shader_data
->clamp_consts
= shader
->reg_maps
.shader_version
.major
== 1;
4379 if (shader
->reg_maps
.shader_version
.major
< 3)
4380 shader_data
->input_signature_idx
= ~0U;
4382 shader_data
->input_signature_idx
= find_input_signature(priv
, &shader
->input_signature
);
4384 TRACE("Shader got assigned input signature index %u\n", shader_data
->input_signature_idx
);
4386 if (!d3d_info
->vs_clipping
)
4387 shader_data
->clipplane_emulation
= shader_find_free_input_register(&shader
->reg_maps
,
4388 d3d_info
->limits
.ffp_blend_stages
- 1);
4390 shader_data
->clipplane_emulation
= ~0U;
4392 shader_data
= shader
->backend_data
;
4394 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4395 * so a linear search is more performant than a hashmap or a binary search
4396 * (cache coherency etc)
4398 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4400 if (!memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)))
4401 return &shader_data
->gl_shaders
[i
];
4404 TRACE("No matching GL shader found, compiling a new shader\n");
4405 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4406 if (shader_data
->num_gl_shaders
)
4408 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4409 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4410 new_size
* sizeof(*shader_data
->gl_shaders
));
4412 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4417 ERR("Out of memory\n");
4420 shader_data
->gl_shaders
= new_array
;
4421 shader_data
->shader_array_size
= new_size
;
4424 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4426 pixelshader_update_resource_types(shader
, args
->super
.tex_types
);
4428 if (!string_buffer_init(&buffer
))
4430 ERR("Failed to initialize shader buffer.\n");
4434 ret
= shader_arb_generate_pshader(shader
, gl_info
, &buffer
, args
,
4435 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
]);
4436 string_buffer_free(&buffer
);
4437 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4439 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4442 static inline BOOL
vs_args_equal(const struct arb_vs_compile_args
*stored
, const struct arb_vs_compile_args
*new,
4443 const DWORD use_map
, BOOL skip_int
) {
4444 if((stored
->super
.swizzle_map
& use_map
) != new->super
.swizzle_map
) return FALSE
;
4445 if(stored
->super
.clip_enabled
!= new->super
.clip_enabled
) return FALSE
;
4446 if(stored
->super
.fog_src
!= new->super
.fog_src
) return FALSE
;
4447 if(stored
->clip
.boolclip_compare
!= new->clip
.boolclip_compare
) return FALSE
;
4448 if(stored
->ps_signature
!= new->ps_signature
) return FALSE
;
4449 if(stored
->vertex
.samplers_compare
!= new->vertex
.samplers_compare
) return FALSE
;
4450 if(skip_int
) return TRUE
;
4452 return !memcmp(stored
->loop_ctrl
, new->loop_ctrl
, sizeof(stored
->loop_ctrl
));
4455 static struct arb_vs_compiled_shader
*find_arb_vshader(struct wined3d_shader
*shader
,
4456 const struct wined3d_gl_info
*gl_info
, DWORD use_map
, const struct arb_vs_compile_args
*args
,
4457 const struct wined3d_shader_signature
*ps_input_sig
)
4461 struct arb_vs_compiled_shader
*new_array
;
4462 struct wined3d_string_buffer buffer
;
4463 struct arb_vshader_private
*shader_data
;
4466 if (!shader
->backend_data
)
4468 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4470 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4471 shader_data
= shader
->backend_data
;
4473 if ((gl_info
->quirks
& WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT
)
4474 && reg_maps
->min_rel_offset
<= reg_maps
->max_rel_offset
)
4476 if (reg_maps
->max_rel_offset
- reg_maps
->min_rel_offset
> 127)
4478 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4479 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4480 FIXME("Min: %u, Max: %u.\n", reg_maps
->min_rel_offset
, reg_maps
->max_rel_offset
);
4482 else if (reg_maps
->max_rel_offset
- reg_maps
->min_rel_offset
> 63)
4483 shader_data
->rel_offset
= reg_maps
->min_rel_offset
+ 63;
4484 else if (reg_maps
->max_rel_offset
> 63)
4485 shader_data
->rel_offset
= reg_maps
->min_rel_offset
;
4488 shader_data
= shader
->backend_data
;
4490 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4491 * so a linear search is more performant than a hashmap or a binary search
4492 * (cache coherency etc)
4494 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4495 if (vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
,
4496 use_map
, gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
]))
4498 return &shader_data
->gl_shaders
[i
];
4502 TRACE("No matching GL shader found, compiling a new shader\n");
4504 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4505 if (shader_data
->num_gl_shaders
)
4507 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4508 new_array
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, shader_data
->gl_shaders
,
4509 new_size
* sizeof(*shader_data
->gl_shaders
));
4511 new_array
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
->gl_shaders
));
4516 ERR("Out of memory\n");
4519 shader_data
->gl_shaders
= new_array
;
4520 shader_data
->shader_array_size
= new_size
;
4523 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4525 if (!string_buffer_init(&buffer
))
4527 ERR("Failed to initialize shader buffer.\n");
4531 ret
= shader_arb_generate_vshader(shader
, gl_info
, &buffer
, args
,
4532 &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
],
4534 string_buffer_free(&buffer
);
4535 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].prgId
= ret
;
4537 return &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++];
4540 static void find_arb_ps_compile_args(const struct wined3d_state
*state
,
4541 const struct wined3d_context
*context
, const struct wined3d_shader
*shader
,
4542 struct arb_ps_compile_args
*args
)
4544 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4545 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
4549 find_ps_compile_args(state
, shader
, context
->stream_info
.position_transformed
, &args
->super
, context
);
4551 /* This forces all local boolean constants to 1 to make them stateblock independent */
4552 args
->bools
= shader
->reg_maps
.local_bool_consts
;
4554 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
4556 if (state
->ps_consts_b
[i
])
4557 args
->bools
|= ( 1u << i
);
4560 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4561 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4562 * duplicate the shader than have a no-op KIL instruction in every shader
4564 if (!d3d_info
->vs_clipping
&& use_vs(state
)
4565 && state
->render_states
[WINED3D_RS_CLIPPING
]
4566 && state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
4571 /* Skip if unused or local, or supported natively */
4572 int_skip
= ~shader
->reg_maps
.integer_constants
| shader
->reg_maps
.local_int_consts
;
4573 if (int_skip
== 0xffff || gl_info
->supported
[NV_FRAGMENT_PROGRAM_OPTION
])
4575 memset(args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4579 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
4581 if (int_skip
& (1u << i
))
4583 args
->loop_ctrl
[i
][0] = 0;
4584 args
->loop_ctrl
[i
][1] = 0;
4585 args
->loop_ctrl
[i
][2] = 0;
4589 args
->loop_ctrl
[i
][0] = state
->ps_consts_i
[i
].x
;
4590 args
->loop_ctrl
[i
][1] = state
->ps_consts_i
[i
].y
;
4591 args
->loop_ctrl
[i
][2] = state
->ps_consts_i
[i
].z
;
4596 static void find_arb_vs_compile_args(const struct wined3d_state
*state
,
4597 const struct wined3d_context
*context
, const struct wined3d_shader
*shader
,
4598 struct arb_vs_compile_args
*args
)
4600 const struct wined3d_device
*device
= shader
->device
;
4601 const struct wined3d_adapter
*adapter
= device
->adapter
;
4602 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4603 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
4607 find_vs_compile_args(state
, shader
, context
->stream_info
.swizzle_map
, &args
->super
, d3d_info
);
4609 args
->clip
.boolclip_compare
= 0;
4612 const struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
4613 const struct arb_pshader_private
*shader_priv
= ps
->backend_data
;
4614 args
->ps_signature
= shader_priv
->input_signature_idx
;
4616 args
->clip
.boolclip
.clip_texcoord
= shader_priv
->clipplane_emulation
+ 1;
4620 args
->ps_signature
= ~0;
4621 if (!d3d_info
->vs_clipping
&& adapter
->fragment_pipe
== &arbfp_fragment_pipeline
)
4622 args
->clip
.boolclip
.clip_texcoord
= ffp_clip_emul(context
) ? d3d_info
->limits
.ffp_blend_stages
: 0;
4623 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4626 if (args
->clip
.boolclip
.clip_texcoord
)
4628 if (state
->render_states
[WINED3D_RS_CLIPPING
])
4629 args
->clip
.boolclip
.clipplane_mask
= (unsigned char)state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
4630 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4633 /* This forces all local boolean constants to 1 to make them stateblock independent */
4634 args
->clip
.boolclip
.bools
= shader
->reg_maps
.local_bool_consts
;
4635 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4636 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
4638 if (state
->vs_consts_b
[i
])
4639 args
->clip
.boolclip
.bools
|= (1u << i
);
4642 args
->vertex
.samplers
[0] = context
->tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ 0];
4643 args
->vertex
.samplers
[1] = context
->tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ 1];
4644 args
->vertex
.samplers
[2] = context
->tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ 2];
4645 args
->vertex
.samplers
[3] = 0;
4647 /* Skip if unused or local */
4648 int_skip
= ~shader
->reg_maps
.integer_constants
| shader
->reg_maps
.local_int_consts
;
4649 /* This is about flow control, not clipping. */
4650 if (int_skip
== 0xffff || gl_info
->supported
[NV_VERTEX_PROGRAM2_OPTION
])
4652 memset(args
->loop_ctrl
, 0, sizeof(args
->loop_ctrl
));
4656 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
4658 if (int_skip
& (1u << i
))
4660 args
->loop_ctrl
[i
][0] = 0;
4661 args
->loop_ctrl
[i
][1] = 0;
4662 args
->loop_ctrl
[i
][2] = 0;
4666 args
->loop_ctrl
[i
][0] = state
->vs_consts_i
[i
].x
;
4667 args
->loop_ctrl
[i
][1] = state
->vs_consts_i
[i
].y
;
4668 args
->loop_ctrl
[i
][2] = state
->vs_consts_i
[i
].z
;
4673 /* Context activation is done by the caller. */
4674 static void shader_arb_select(void *shader_priv
, struct wined3d_context
*context
,
4675 const struct wined3d_state
*state
)
4677 struct shader_arb_priv
*priv
= shader_priv
;
4678 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4681 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4684 struct wined3d_shader
*ps
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
4685 struct arb_ps_compile_args compile_args
;
4686 struct arb_ps_compiled_shader
*compiled
;
4688 TRACE("Using pixel shader %p.\n", ps
);
4689 find_arb_ps_compile_args(state
, context
, ps
, &compile_args
);
4690 compiled
= find_arb_pshader(ps
, &compile_args
);
4691 priv
->current_fprogram_id
= compiled
->prgId
;
4692 priv
->compiled_fprog
= compiled
;
4694 /* Bind the fragment program */
4695 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4696 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4698 if (!priv
->use_arbfp_fixed_func
)
4699 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
4701 /* Enable OpenGL fragment programs. */
4702 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4703 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4705 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv
->current_fprogram_id
);
4707 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4708 * a 1.x and newer shader, reload the first 8 constants
4710 if (priv
->last_ps_const_clamped
!= ((struct arb_pshader_private
*)ps
->backend_data
)->clamp_consts
)
4712 priv
->last_ps_const_clamped
= ((struct arb_pshader_private
*)ps
->backend_data
)->clamp_consts
;
4713 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, 8);
4714 for(i
= 0; i
< 8; i
++)
4716 priv
->pshader_const_dirty
[i
] = 1;
4718 /* Also takes care of loading local constants */
4719 shader_arb_load_constants_internal(shader_priv
, context
, state
, TRUE
, FALSE
, TRUE
);
4723 UINT rt_height
= state
->fb
->render_targets
[0]->height
;
4724 shader_arb_ps_local_constants(compiled
, context
, state
, rt_height
);
4727 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4728 if (compiled
->np2fixup_info
.super
.active
)
4729 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
4731 if (ps
->load_local_constsF
)
4732 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
4736 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
] && !priv
->use_arbfp_fixed_func
)
4738 /* Disable only if we're not using arbfp fixed function fragment
4739 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4740 * enabled, and the fixed function pipeline will bind the fixed
4741 * function replacement shader. */
4742 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4743 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4744 priv
->current_fprogram_id
= 0;
4746 priv
->fragment_pipe
->enable_extension(gl_info
, TRUE
);
4751 struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
4752 struct arb_vs_compile_args compile_args
;
4753 struct arb_vs_compiled_shader
*compiled
;
4754 const struct wined3d_shader_signature
*ps_input_sig
;
4756 TRACE("Using vertex shader %p\n", vs
);
4757 find_arb_vs_compile_args(state
, context
, vs
, &compile_args
);
4759 /* Instead of searching for the signature in the signature list, read the one from the
4760 * current pixel shader. It's maybe not the shader where the signature came from, but it
4761 * is the same signature and faster to find. */
4762 if (compile_args
.ps_signature
== ~0U)
4763 ps_input_sig
= NULL
;
4765 ps_input_sig
= &state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->input_signature
;
4767 compiled
= find_arb_vshader(vs
, context
->gl_info
, context
->stream_info
.use_map
,
4768 &compile_args
, ps_input_sig
);
4769 priv
->current_vprogram_id
= compiled
->prgId
;
4770 priv
->compiled_vprog
= compiled
;
4772 /* Bind the vertex program */
4773 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4774 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4776 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
4778 /* Enable OpenGL vertex programs */
4779 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_ARB
);
4780 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4781 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv
->current_vprogram_id
);
4782 shader_arb_vs_local_constants(compiled
, context
, state
);
4784 if(priv
->last_vs_color_unclamp
!= compiled
->need_color_unclamp
) {
4785 priv
->last_vs_color_unclamp
= compiled
->need_color_unclamp
;
4787 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4789 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, !compiled
->need_color_unclamp
));
4790 checkGLcall("glClampColorARB");
4792 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4796 if (vs
->load_local_constsF
)
4797 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
4801 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4803 priv
->current_vprogram_id
= 0;
4804 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_ARB
);
4805 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4807 priv
->vertex_pipe
->vp_enable(gl_info
, TRUE
);
4812 /* Context activation is done by the caller. */
4813 static void shader_arb_disable(void *shader_priv
, struct wined3d_context
*context
)
4815 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4816 struct shader_arb_priv
*priv
= shader_priv
;
4818 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
4820 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4821 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4822 priv
->current_fprogram_id
= 0;
4824 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
4826 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
4828 priv
->current_vprogram_id
= 0;
4829 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_ARB
);
4830 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4832 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
4834 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
] && priv
->last_vs_color_unclamp
)
4836 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
4837 checkGLcall("glClampColorARB");
4838 priv
->last_vs_color_unclamp
= FALSE
;
4841 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
4842 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
4843 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
4844 | (1u << WINED3D_SHADER_TYPE_HULL
)
4845 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
4846 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
4849 /* Context activation is done by the caller. */
4850 static void shader_arb_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
4851 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
)
4853 const float mask
[] = {0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
};
4854 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
4855 struct shader_arb_priv
*priv
= shader_priv
;
4856 GLuint
*blt_fprogram
;
4858 if (!priv
->depth_blt_vprogram_id
) priv
->depth_blt_vprogram_id
= create_arb_blt_vertex_program(gl_info
);
4859 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->depth_blt_vprogram_id
));
4860 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_ARB
);
4862 blt_fprogram
= masked
? &priv
->depth_blt_fprogram_id_masked
[tex_type
] : &priv
->depth_blt_fprogram_id_full
[tex_type
];
4863 if (!*blt_fprogram
) *blt_fprogram
= create_arb_blt_fragment_program(gl_info
, tex_type
, masked
);
4864 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, *blt_fprogram
));
4865 if (masked
) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, 0, mask
));
4866 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
4869 /* Context activation is done by the caller. */
4870 static void shader_arb_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
4872 struct shader_arb_priv
*priv
= shader_priv
;
4874 if (priv
->current_vprogram_id
) {
4875 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB
, priv
->current_vprogram_id
));
4876 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4878 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv
->current_vprogram_id
);
4882 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_ARB
);
4883 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4886 if (priv
->current_fprogram_id
) {
4887 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, priv
->current_fprogram_id
));
4888 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4890 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv
->current_fprogram_id
);
4892 else if(!priv
->use_arbfp_fixed_func
)
4894 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
4895 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4899 static void shader_arb_destroy(struct wined3d_shader
*shader
)
4901 struct wined3d_device
*device
= shader
->device
;
4902 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4904 if (shader_is_pshader_version(shader
->reg_maps
.shader_version
.type
))
4906 struct arb_pshader_private
*shader_data
= shader
->backend_data
;
4909 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4911 if (shader_data
->num_gl_shaders
)
4913 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4915 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4917 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4918 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4921 context_release(context
);
4924 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4925 HeapFree(GetProcessHeap(), 0, shader_data
);
4926 shader
->backend_data
= NULL
;
4930 struct arb_vshader_private
*shader_data
= shader
->backend_data
;
4933 if(!shader_data
) return; /* This can happen if a shader was never compiled */
4935 if (shader_data
->num_gl_shaders
)
4937 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4939 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4941 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data
->gl_shaders
[i
].prgId
));
4942 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4945 context_release(context
);
4948 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4949 HeapFree(GetProcessHeap(), 0, shader_data
);
4950 shader
->backend_data
= NULL
;
4954 static int sig_tree_compare(const void *key
, const struct wine_rb_entry
*entry
)
4956 struct ps_signature
*e
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
4957 return compare_sig(key
, &e
->sig
);
4960 static HRESULT
shader_arb_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
4961 const struct fragment_pipeline
*fragment_pipe
)
4963 struct shader_arb_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
));
4964 struct fragment_caps fragment_caps
;
4965 void *vertex_priv
, *fragment_priv
;
4966 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
4968 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&arb_program_shader_backend
, priv
)))
4970 ERR("Failed to initialize vertex pipe.\n");
4971 HeapFree(GetProcessHeap(), 0, priv
);
4975 if (!(fragment_priv
= fragment_pipe
->alloc_private(&arb_program_shader_backend
, priv
)))
4977 ERR("Failed to initialize fragment pipe.\n");
4978 vertex_pipe
->vp_free(device
);
4979 HeapFree(GetProcessHeap(), 0, priv
);
4983 memset(priv
->vshader_const_dirty
, 1,
4984 sizeof(*priv
->vshader_const_dirty
) * d3d_info
->limits
.vs_uniform_count
);
4985 memset(priv
->pshader_const_dirty
, 1,
4986 sizeof(*priv
->pshader_const_dirty
) * d3d_info
->limits
.ps_uniform_count
);
4988 wine_rb_init(&priv
->signature_tree
, sig_tree_compare
);
4990 priv
->vertex_pipe
= vertex_pipe
;
4991 priv
->fragment_pipe
= fragment_pipe
;
4992 fragment_pipe
->get_caps(&device
->adapter
->gl_info
, &fragment_caps
);
4993 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
4995 device
->vertex_priv
= vertex_priv
;
4996 device
->fragment_priv
= fragment_priv
;
4997 device
->shader_priv
= priv
;
5002 static void release_signature(struct wine_rb_entry
*entry
, void *context
)
5004 struct ps_signature
*sig
= WINE_RB_ENTRY_VALUE(entry
, struct ps_signature
, entry
);
5007 for (i
= 0; i
< sig
->sig
.element_count
; ++i
)
5009 HeapFree(GetProcessHeap(), 0, (char *)sig
->sig
.elements
[i
].semantic_name
);
5011 HeapFree(GetProcessHeap(), 0, sig
->sig
.elements
);
5012 HeapFree(GetProcessHeap(), 0, sig
);
5015 /* Context activation is done by the caller. */
5016 static void shader_arb_free(struct wined3d_device
*device
)
5018 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5019 struct shader_arb_priv
*priv
= device
->shader_priv
;
5022 if (priv
->depth_blt_vprogram_id
)
5023 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_vprogram_id
));
5025 for (i
= 0; i
< WINED3D_GL_RES_TYPE_COUNT
; ++i
)
5027 if (priv
->depth_blt_fprogram_id_full
[i
])
5029 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_full
[i
]));
5031 if (priv
->depth_blt_fprogram_id_masked
[i
])
5033 GL_EXTCALL(glDeleteProgramsARB(1, &priv
->depth_blt_fprogram_id_masked
[i
]));
5037 wine_rb_destroy(&priv
->signature_tree
, release_signature
, NULL
);
5038 priv
->fragment_pipe
->free_private(device
);
5039 priv
->vertex_pipe
->vp_free(device
);
5040 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
5043 static BOOL
shader_arb_allocate_context_data(struct wined3d_context
*context
)
5048 static void shader_arb_free_context_data(struct wined3d_context
*context
)
5050 struct shader_arb_priv
*priv
;
5052 if (!context
->swapchain
)
5055 priv
= context
->swapchain
->device
->shader_priv
;
5056 if (priv
->last_context
== context
)
5057 priv
->last_context
= NULL
;
5060 static void shader_arb_init_context_state(struct wined3d_context
*context
) {}
5062 static void shader_arb_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
5064 if (gl_info
->supported
[ARB_VERTEX_PROGRAM
])
5069 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
5070 * for vertex programs. If the native limit is less than that it's
5071 * not very useful, and e.g. Mesa swrast returns 0, probably to
5072 * indicate it's a software implementation. */
5073 if (gl_info
->limits
.arb_vs_native_constants
< 96)
5074 vs_consts
= gl_info
->limits
.arb_vs_float_constants
;
5076 vs_consts
= min(gl_info
->limits
.arb_vs_float_constants
, gl_info
->limits
.arb_vs_native_constants
);
5078 if (gl_info
->supported
[NV_VERTEX_PROGRAM3
])
5081 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
5083 else if (vs_consts
>= 256)
5085 /* Shader Model 2.0 requires at least 256 vertex shader constants */
5087 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5092 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5094 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, vs_version
);
5095 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, vs_consts
);
5099 caps
->vs_version
= 0;
5100 caps
->vs_uniform_count
= 0;
5103 caps
->hs_version
= 0;
5104 caps
->ds_version
= 0;
5105 caps
->gs_version
= 0;
5106 caps
->cs_version
= 0;
5108 if (gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
5113 /* Similar as above for vertex programs, but the minimum for fragment
5114 * programs is 24. */
5115 if (gl_info
->limits
.arb_ps_native_constants
< 24)
5116 ps_consts
= gl_info
->limits
.arb_ps_float_constants
;
5118 ps_consts
= min(gl_info
->limits
.arb_ps_float_constants
, gl_info
->limits
.arb_ps_native_constants
);
5120 if (gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
5123 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5125 else if (ps_consts
>= 32)
5127 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5129 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5134 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5136 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, ps_version
);
5137 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, ps_consts
);
5138 caps
->ps_1x_max_value
= 8.0f
;
5142 caps
->ps_version
= 0;
5143 caps
->ps_uniform_count
= 0;
5144 caps
->ps_1x_max_value
= 0.0f
;
5147 caps
->varying_count
= 0;
5148 caps
->wined3d_caps
= WINED3D_SHADER_CAP_SRGB_WRITE
;
5149 if (use_nv_clip(gl_info
))
5150 caps
->wined3d_caps
|= WINED3D_SHADER_CAP_VS_CLIPPING
;
5153 static BOOL
shader_arb_color_fixup_supported(struct color_fixup_desc fixup
)
5155 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
5157 TRACE("Checking support for color_fixup:\n");
5158 dump_color_fixup_desc(fixup
);
5161 /* We support everything except complex conversions. */
5162 if (!is_complex_fixup(fixup
))
5168 TRACE("[FAILED]\n");
5172 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
) {
5174 char write_mask
[20], regstr
[50];
5175 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5176 BOOL is_color
= FALSE
;
5177 const struct wined3d_shader_dst_param
*dst
;
5179 if (!ins
->dst_count
) return;
5183 if (!shift
) return; /* Saturate alone is handled by the instructions */
5185 shader_arb_get_write_mask(ins
, dst
, write_mask
);
5186 shader_arb_get_register_name(ins
, &dst
->reg
, regstr
, &is_color
);
5188 /* Generate a line that does the output modifier computation
5189 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5190 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5192 shader_addline(buffer
, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins
),
5193 regstr
, write_mask
, regstr
, shift_tab
[shift
]);
5196 static const SHADER_HANDLER shader_arb_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
5198 /* WINED3DSIH_ABS */ shader_hw_map2gl
,
5199 /* WINED3DSIH_ADD */ shader_hw_map2gl
,
5200 /* WINED3DSIH_AND */ NULL
,
5201 /* WINED3DSIH_BEM */ pshader_hw_bem
,
5202 /* WINED3DSIH_BFI */ NULL
,
5203 /* WINED3DSIH_BFREV */ NULL
,
5204 /* WINED3DSIH_BREAK */ shader_hw_break
,
5205 /* WINED3DSIH_BREAKC */ shader_hw_breakc
,
5206 /* WINED3DSIH_BREAKP */ NULL
,
5207 /* WINED3DSIH_BUFINFO */ NULL
,
5208 /* WINED3DSIH_CALL */ shader_hw_call
,
5209 /* WINED3DSIH_CALLNZ */ NULL
,
5210 /* WINED3DSIH_CASE */ NULL
,
5211 /* WINED3DSIH_CMP */ pshader_hw_cmp
,
5212 /* WINED3DSIH_CND */ pshader_hw_cnd
,
5213 /* WINED3DSIH_CONTINUE */ NULL
,
5214 /* WINED3DSIH_CRS */ shader_hw_map2gl
,
5215 /* WINED3DSIH_CUT */ NULL
,
5216 /* WINED3DSIH_CUT_STREAM */ NULL
,
5217 /* WINED3DSIH_DCL */ shader_hw_nop
,
5218 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop
,
5219 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL
,
5220 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL
,
5221 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL
,
5222 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL
,
5223 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ NULL
,
5224 /* WINED3DSIH_DCL_INPUT */ NULL
,
5225 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL
,
5226 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop
,
5227 /* WINED3DSIH_DCL_INPUT_PS */ NULL
,
5228 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
5229 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
5230 /* WINED3DSIH_DCL_INPUT_SGV */ NULL
,
5231 /* WINED3DSIH_DCL_INPUT_SIV */ NULL
,
5232 /* WINED3DSIH_DCL_OUTPUT */ NULL
,
5233 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL
,
5234 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL
,
5235 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop
,
5236 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL
,
5237 /* WINED3DSIH_DCL_SAMPLER */ NULL
,
5238 /* WINED3DSIH_DCL_STREAM */ NULL
,
5239 /* WINED3DSIH_DCL_TEMPS */ NULL
,
5240 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL
,
5241 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL
,
5242 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL
,
5243 /* WINED3DSIH_DCL_TGSM_RAW */ NULL
,
5244 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL
,
5245 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL
,
5246 /* WINED3DSIH_DCL_UAV_TYPED */ NULL
,
5247 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop
,
5248 /* WINED3DSIH_DEF */ shader_hw_nop
,
5249 /* WINED3DSIH_DEFAULT */ NULL
,
5250 /* WINED3DSIH_DEFB */ shader_hw_nop
,
5251 /* WINED3DSIH_DEFI */ shader_hw_nop
,
5252 /* WINED3DSIH_DIV */ NULL
,
5253 /* WINED3DSIH_DP2 */ NULL
,
5254 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add
,
5255 /* WINED3DSIH_DP3 */ shader_hw_map2gl
,
5256 /* WINED3DSIH_DP4 */ shader_hw_map2gl
,
5257 /* WINED3DSIH_DST */ shader_hw_map2gl
,
5258 /* WINED3DSIH_DSX */ shader_hw_map2gl
,
5259 /* WINED3DSIH_DSX_COARSE */ NULL
,
5260 /* WINED3DSIH_DSX_FINE */ NULL
,
5261 /* WINED3DSIH_DSY */ shader_hw_dsy
,
5262 /* WINED3DSIH_DSY_COARSE */ NULL
,
5263 /* WINED3DSIH_DSY_FINE */ NULL
,
5264 /* WINED3DSIH_ELSE */ shader_hw_else
,
5265 /* WINED3DSIH_EMIT */ NULL
,
5266 /* WINED3DSIH_EMIT_STREAM */ NULL
,
5267 /* WINED3DSIH_ENDIF */ shader_hw_endif
,
5268 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop
,
5269 /* WINED3DSIH_ENDREP */ shader_hw_endrep
,
5270 /* WINED3DSIH_ENDSWITCH */ NULL
,
5271 /* WINED3DSIH_EQ */ NULL
,
5272 /* WINED3DSIH_EXP */ shader_hw_scalar_op
,
5273 /* WINED3DSIH_EXPP */ shader_hw_scalar_op
,
5274 /* WINED3DSIH_FRC */ shader_hw_map2gl
,
5275 /* WINED3DSIH_FTOI */ NULL
,
5276 /* WINED3DSIH_FTOU */ NULL
,
5277 /* WINED3DSIH_GATHER4 */ NULL
,
5278 /* WINED3DSIH_GATHER4_C */ NULL
,
5279 /* WINED3DSIH_GE */ NULL
,
5280 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL
,
5281 /* WINED3DSIH_HS_DECLS */ NULL
,
5282 /* WINED3DSIH_HS_FORK_PHASE */ NULL
,
5283 /* WINED3DSIH_HS_JOIN_PHASE */ NULL
,
5284 /* WINED3DSIH_IADD */ NULL
,
5285 /* WINED3DSIH_IEQ */ NULL
,
5286 /* WINED3DSIH_IF */ NULL
/* Hardcoded into the shader */,
5287 /* WINED3DSIH_IFC */ shader_hw_ifc
,
5288 /* WINED3DSIH_IGE */ NULL
,
5289 /* WINED3DSIH_ILT */ NULL
,
5290 /* WINED3DSIH_IMAD */ NULL
,
5291 /* WINED3DSIH_IMAX */ NULL
,
5292 /* WINED3DSIH_IMIN */ NULL
,
5293 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL
,
5294 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL
,
5295 /* WINED3DSIH_IMUL */ NULL
,
5296 /* WINED3DSIH_INE */ NULL
,
5297 /* WINED3DSIH_INEG */ NULL
,
5298 /* WINED3DSIH_ISHL */ NULL
,
5299 /* WINED3DSIH_ISHR */ NULL
,
5300 /* WINED3DSIH_ITOF */ NULL
,
5301 /* WINED3DSIH_LABEL */ shader_hw_label
,
5302 /* WINED3DSIH_LD */ NULL
,
5303 /* WINED3DSIH_LD2DMS */ NULL
,
5304 /* WINED3DSIH_LD_RAW */ NULL
,
5305 /* WINED3DSIH_LD_STRUCTURED */ NULL
,
5306 /* WINED3DSIH_LD_UAV_TYPED */ NULL
,
5307 /* WINED3DSIH_LIT */ shader_hw_map2gl
,
5308 /* WINED3DSIH_LOD */ NULL
,
5309 /* WINED3DSIH_LOG */ shader_hw_scalar_op
,
5310 /* WINED3DSIH_LOGP */ shader_hw_scalar_op
,
5311 /* WINED3DSIH_LOOP */ shader_hw_loop
,
5312 /* WINED3DSIH_LRP */ shader_hw_lrp
,
5313 /* WINED3DSIH_LT */ NULL
,
5314 /* WINED3DSIH_M3x2 */ shader_hw_mnxn
,
5315 /* WINED3DSIH_M3x3 */ shader_hw_mnxn
,
5316 /* WINED3DSIH_M3x4 */ shader_hw_mnxn
,
5317 /* WINED3DSIH_M4x3 */ shader_hw_mnxn
,
5318 /* WINED3DSIH_M4x4 */ shader_hw_mnxn
,
5319 /* WINED3DSIH_MAD */ shader_hw_map2gl
,
5320 /* WINED3DSIH_MAX */ shader_hw_map2gl
,
5321 /* WINED3DSIH_MIN */ shader_hw_map2gl
,
5322 /* WINED3DSIH_MOV */ shader_hw_mov
,
5323 /* WINED3DSIH_MOVA */ shader_hw_mov
,
5324 /* WINED3DSIH_MOVC */ NULL
,
5325 /* WINED3DSIH_MUL */ shader_hw_map2gl
,
5326 /* WINED3DSIH_NE */ NULL
,
5327 /* WINED3DSIH_NOP */ shader_hw_nop
,
5328 /* WINED3DSIH_NOT */ NULL
,
5329 /* WINED3DSIH_NRM */ shader_hw_nrm
,
5330 /* WINED3DSIH_OR */ NULL
,
5331 /* WINED3DSIH_PHASE */ shader_hw_nop
,
5332 /* WINED3DSIH_POW */ shader_hw_pow
,
5333 /* WINED3DSIH_RCP */ shader_hw_scalar_op
,
5334 /* WINED3DSIH_REP */ shader_hw_rep
,
5335 /* WINED3DSIH_RESINFO */ NULL
,
5336 /* WINED3DSIH_RET */ shader_hw_ret
,
5337 /* WINED3DSIH_ROUND_NE */ NULL
,
5338 /* WINED3DSIH_ROUND_NI */ NULL
,
5339 /* WINED3DSIH_ROUND_PI */ NULL
,
5340 /* WINED3DSIH_ROUND_Z */ NULL
,
5341 /* WINED3DSIH_RSQ */ shader_hw_scalar_op
,
5342 /* WINED3DSIH_SAMPLE */ NULL
,
5343 /* WINED3DSIH_SAMPLE_B */ NULL
,
5344 /* WINED3DSIH_SAMPLE_C */ NULL
,
5345 /* WINED3DSIH_SAMPLE_C_LZ */ NULL
,
5346 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
5347 /* WINED3DSIH_SAMPLE_INFO */ NULL
,
5348 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
5349 /* WINED3DSIH_SAMPLE_POS */ NULL
,
5350 /* WINED3DSIH_SETP */ NULL
,
5351 /* WINED3DSIH_SGE */ shader_hw_map2gl
,
5352 /* WINED3DSIH_SGN */ shader_hw_sgn
,
5353 /* WINED3DSIH_SINCOS */ shader_hw_sincos
,
5354 /* WINED3DSIH_SLT */ shader_hw_map2gl
,
5355 /* WINED3DSIH_SQRT */ NULL
,
5356 /* WINED3DSIH_STORE_RAW */ NULL
,
5357 /* WINED3DSIH_STORE_STRUCTURED */ NULL
,
5358 /* WINED3DSIH_STORE_UAV_TYPED */ NULL
,
5359 /* WINED3DSIH_SUB */ shader_hw_map2gl
,
5360 /* WINED3DSIH_SWAPC */ NULL
,
5361 /* WINED3DSIH_SWITCH */ NULL
,
5362 /* WINED3DSIH_TEX */ pshader_hw_tex
,
5363 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem
,
5364 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem
,
5365 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord
,
5366 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth
,
5367 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3
,
5368 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex
,
5369 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill
,
5370 /* WINED3DSIH_TEXLDD */ shader_hw_texldd
,
5371 /* WINED3DSIH_TEXLDL */ shader_hw_texldl
,
5372 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth
,
5373 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad
,
5374 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex
,
5375 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3
,
5376 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
5377 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad
,
5378 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec
,
5379 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex
,
5380 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec
,
5381 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar
,
5382 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb
,
5383 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb
,
5384 /* WINED3DSIH_UBFE */ NULL
,
5385 /* WINED3DSIH_UDIV */ NULL
,
5386 /* WINED3DSIH_UGE */ NULL
,
5387 /* WINED3DSIH_ULT */ NULL
,
5388 /* WINED3DSIH_UMAX */ NULL
,
5389 /* WINED3DSIH_UMIN */ NULL
,
5390 /* WINED3DSIH_USHR */ NULL
,
5391 /* WINED3DSIH_UTOF */ NULL
,
5392 /* WINED3DSIH_XOR */ NULL
,
5395 static BOOL
get_bool_const(const struct wined3d_shader_instruction
*ins
,
5396 const struct wined3d_shader
*shader
, DWORD idx
)
5398 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5399 BOOL vshader
= shader_is_vshader_version(reg_maps
->shader_version
.type
);
5400 const struct wined3d_shader_lconst
*constant
;
5402 WORD flag
= (1u << idx
);
5403 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5405 if (reg_maps
->local_bool_consts
& flag
)
5407 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5408 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsB
, struct wined3d_shader_lconst
, entry
)
5410 if (constant
->idx
== idx
)
5412 return constant
->value
[0];
5415 ERR("Local constant not found\n");
5420 if(vshader
) bools
= priv
->cur_vs_args
->clip
.boolclip
.bools
;
5421 else bools
= priv
->cur_ps_args
->bools
;
5422 return bools
& flag
;
5426 static void get_loop_control_const(const struct wined3d_shader_instruction
*ins
,
5427 const struct wined3d_shader
*shader
, UINT idx
, struct wined3d_shader_loop_control
*loop_control
)
5429 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5430 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5432 /* Integer constants can either be a local constant, or they can be stored in the shader
5433 * type specific compile args. */
5434 if (reg_maps
->local_int_consts
& (1u << idx
))
5436 const struct wined3d_shader_lconst
*constant
;
5438 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
5440 if (constant
->idx
== idx
)
5442 loop_control
->count
= constant
->value
[0];
5443 loop_control
->start
= constant
->value
[1];
5444 /* Step is signed. */
5445 loop_control
->step
= (int)constant
->value
[2];
5449 /* If this happens the flag was set incorrectly */
5450 ERR("Local constant not found\n");
5451 loop_control
->count
= 0;
5452 loop_control
->start
= 0;
5453 loop_control
->step
= 0;
5457 switch (reg_maps
->shader_version
.type
)
5459 case WINED3D_SHADER_TYPE_VERTEX
:
5460 /* Count and aL start value are unsigned */
5461 loop_control
->count
= priv
->cur_vs_args
->loop_ctrl
[idx
][0];
5462 loop_control
->start
= priv
->cur_vs_args
->loop_ctrl
[idx
][1];
5463 /* Step is signed. */
5464 loop_control
->step
= ((char)priv
->cur_vs_args
->loop_ctrl
[idx
][2]);
5467 case WINED3D_SHADER_TYPE_PIXEL
:
5468 loop_control
->count
= priv
->cur_ps_args
->loop_ctrl
[idx
][0];
5469 loop_control
->start
= priv
->cur_ps_args
->loop_ctrl
[idx
][1];
5470 loop_control
->step
= ((char)priv
->cur_ps_args
->loop_ctrl
[idx
][2]);
5474 FIXME("Unhandled shader type %#x.\n", reg_maps
->shader_version
.type
);
5479 static void record_instruction(struct list
*list
, const struct wined3d_shader_instruction
*ins
)
5482 struct wined3d_shader_dst_param
*dst_param
;
5483 struct wined3d_shader_src_param
*src_param
= NULL
, *rel_addr
;
5484 struct recorded_instruction
*rec
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*rec
));
5487 ERR("Out of memory\n");
5492 dst_param
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param
));
5493 if(!dst_param
) goto free
;
5494 *dst_param
= *ins
->dst
;
5495 if (ins
->dst
->reg
.idx
[0].rel_addr
)
5497 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr
));
5500 *rel_addr
= *ins
->dst
->reg
.idx
[0].rel_addr
;
5501 dst_param
->reg
.idx
[0].rel_addr
= rel_addr
;
5503 rec
->ins
.dst
= dst_param
;
5505 if (!(src_param
= wined3d_calloc(ins
->src_count
, sizeof(*src_param
))))
5507 for (i
= 0; i
< ins
->src_count
; ++i
)
5509 src_param
[i
] = ins
->src
[i
];
5510 if (ins
->src
[i
].reg
.idx
[0].rel_addr
)
5512 rel_addr
= HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr
));
5515 *rel_addr
= *ins
->src
[i
].reg
.idx
[0].rel_addr
;
5516 src_param
[i
].reg
.idx
[0].rel_addr
= rel_addr
;
5519 rec
->ins
.src
= src_param
;
5520 list_add_tail(list
, &rec
->entry
);
5524 ERR("Out of memory\n");
5527 HeapFree(GetProcessHeap(), 0, (void *)dst_param
->reg
.idx
[0].rel_addr
);
5528 HeapFree(GetProcessHeap(), 0, dst_param
);
5532 for(i
= 0; i
< ins
->src_count
; i
++)
5534 HeapFree(GetProcessHeap(), 0, (void *)src_param
[i
].reg
.idx
[0].rel_addr
);
5536 HeapFree(GetProcessHeap(), 0, src_param
);
5538 HeapFree(GetProcessHeap(), 0, rec
);
5541 static void free_recorded_instruction(struct list
*list
)
5543 struct recorded_instruction
*rec_ins
, *entry2
;
5546 LIST_FOR_EACH_ENTRY_SAFE(rec_ins
, entry2
, list
, struct recorded_instruction
, entry
)
5548 list_remove(&rec_ins
->entry
);
5549 if (rec_ins
->ins
.dst
)
5551 HeapFree(GetProcessHeap(), 0, (void *)rec_ins
->ins
.dst
->reg
.idx
[0].rel_addr
);
5552 HeapFree(GetProcessHeap(), 0, (void *)rec_ins
->ins
.dst
);
5554 if (rec_ins
->ins
.src
)
5556 for (i
= 0; i
< rec_ins
->ins
.src_count
; ++i
)
5558 HeapFree(GetProcessHeap(), 0, (void *)rec_ins
->ins
.src
[i
].reg
.idx
[0].rel_addr
);
5560 HeapFree(GetProcessHeap(), 0, (void *)rec_ins
->ins
.src
);
5562 HeapFree(GetProcessHeap(), 0, rec_ins
);
5566 static void pop_control_frame(const struct wined3d_shader_instruction
*ins
)
5568 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5569 struct control_frame
*control_frame
;
5571 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5573 struct list
*e
= list_head(&priv
->control_frames
);
5574 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5575 list_remove(&control_frame
->entry
);
5576 HeapFree(GetProcessHeap(), 0, control_frame
);
5579 else if (ins
->handler_idx
== WINED3DSIH_ENDIF
)
5581 /* Non-ifc ENDIFs were already handled previously. */
5582 struct list
*e
= list_head(&priv
->control_frames
);
5583 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5584 list_remove(&control_frame
->entry
);
5585 HeapFree(GetProcessHeap(), 0, control_frame
);
5589 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5590 SHADER_HANDLER hw_fct
;
5591 struct shader_arb_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5592 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
5593 struct control_frame
*control_frame
;
5594 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5597 if(ins
->handler_idx
== WINED3DSIH_LOOP
|| ins
->handler_idx
== WINED3DSIH_REP
)
5599 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5600 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5602 if(ins
->handler_idx
== WINED3DSIH_LOOP
) control_frame
->type
= LOOP
;
5603 if(ins
->handler_idx
== WINED3DSIH_REP
) control_frame
->type
= REP
;
5605 if(priv
->target_version
>= NV2
)
5607 control_frame
->no
.loop
= priv
->num_loops
++;
5612 /* Don't bother recording when we're in a not used if branch */
5618 if(!priv
->recording
)
5620 list_init(&priv
->record
);
5621 priv
->recording
= TRUE
;
5622 control_frame
->outer_loop
= TRUE
;
5623 get_loop_control_const(ins
, shader
, ins
->src
[0].reg
.idx
[0].offset
, &control_frame
->loop_control
);
5624 return; /* Instruction is handled */
5626 /* Record this loop in the outer loop's recording */
5629 else if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
|| ins
->handler_idx
== WINED3DSIH_ENDREP
)
5631 if(priv
->target_version
>= NV2
)
5633 /* Nothing to do. The control frame is popped after the HW instr handler */
5637 struct list
*e
= list_head(&priv
->control_frames
);
5638 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5639 list_remove(&control_frame
->entry
);
5641 if(control_frame
->outer_loop
)
5643 unsigned int iteration
;
5647 /* Turn off recording before playback */
5648 priv
->recording
= FALSE
;
5650 /* Move the recorded instructions to a separate list and get them out of the private data
5651 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5652 * be recorded again, thus priv->record might be overwritten
5655 list_move_tail(©
, &priv
->record
);
5656 list_init(&priv
->record
);
5658 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5660 shader_addline(buffer
, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5661 control_frame
->loop_control
.count
, control_frame
->loop_control
.start
,
5662 control_frame
->loop_control
.step
);
5663 aL
= control_frame
->loop_control
.start
;
5667 shader_addline(buffer
, "#unrolling rep: %u iterations\n", control_frame
->loop_control
.count
);
5670 for (iteration
= 0; iteration
< control_frame
->loop_control
.count
; ++iteration
)
5672 struct recorded_instruction
*rec_ins
;
5673 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5676 shader_addline(buffer
, "#Iteration %u, aL=%d\n", iteration
, aL
);
5680 shader_addline(buffer
, "#Iteration %u\n", iteration
);
5683 LIST_FOR_EACH_ENTRY(rec_ins
, ©
, struct recorded_instruction
, entry
)
5685 shader_arb_handle_instruction(&rec_ins
->ins
);
5688 if(ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5690 aL
+= control_frame
->loop_control
.step
;
5693 shader_addline(buffer
, "#end loop/rep\n");
5695 free_recorded_instruction(©
);
5696 HeapFree(GetProcessHeap(), 0, control_frame
);
5697 return; /* Instruction is handled */
5701 /* This is a nested loop. Proceed to the normal recording function */
5702 HeapFree(GetProcessHeap(), 0, control_frame
);
5709 record_instruction(&priv
->record
, ins
);
5714 if(ins
->handler_idx
== WINED3DSIH_IF
)
5716 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5717 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5718 control_frame
->type
= IF
;
5720 bool_const
= get_bool_const(ins
, shader
, ins
->src
[0].reg
.idx
[0].offset
);
5721 if (ins
->src
[0].modifiers
== WINED3DSPSM_NOT
)
5722 bool_const
= !bool_const
;
5723 if (!priv
->muted
&& !bool_const
)
5725 shader_addline(buffer
, "#if(FALSE){\n");
5727 control_frame
->muting
= TRUE
;
5729 else shader_addline(buffer
, "#if(TRUE) {\n");
5731 return; /* Instruction is handled */
5733 else if(ins
->handler_idx
== WINED3DSIH_IFC
)
5735 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5736 control_frame
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*control_frame
));
5737 control_frame
->type
= IFC
;
5738 control_frame
->no
.ifc
= priv
->num_ifcs
++;
5739 list_add_head(&priv
->control_frames
, &control_frame
->entry
);
5741 else if(ins
->handler_idx
== WINED3DSIH_ELSE
)
5743 struct list
*e
= list_head(&priv
->control_frames
);
5744 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5746 if(control_frame
->type
== IF
)
5748 shader_addline(buffer
, "#} else {\n");
5749 if(!priv
->muted
&& !control_frame
->muting
)
5752 control_frame
->muting
= TRUE
;
5754 else if(control_frame
->muting
) priv
->muted
= FALSE
;
5755 return; /* Instruction is handled. */
5757 /* In case of an ifc, generate a HW shader instruction */
5758 if (control_frame
->type
!= IFC
)
5759 ERR("Control frame does not match.\n");
5761 else if(ins
->handler_idx
== WINED3DSIH_ENDIF
)
5763 struct list
*e
= list_head(&priv
->control_frames
);
5764 control_frame
= LIST_ENTRY(e
, struct control_frame
, entry
);
5766 if(control_frame
->type
== IF
)
5768 shader_addline(buffer
, "#} endif\n");
5769 if(control_frame
->muting
) priv
->muted
= FALSE
;
5770 list_remove(&control_frame
->entry
);
5771 HeapFree(GetProcessHeap(), 0, control_frame
);
5772 return; /* Instruction is handled */
5774 /* In case of an ifc, generate a HW shader instruction */
5775 if (control_frame
->type
!= IFC
)
5776 ERR("Control frame does not match.\n");
5781 pop_control_frame(ins
);
5785 /* Select handler */
5786 hw_fct
= shader_arb_instruction_handler_table
[ins
->handler_idx
];
5788 /* Unhandled opcode */
5791 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
5796 pop_control_frame(ins
);
5798 shader_arb_add_instruction_modifiers(ins
);
5801 static BOOL
shader_arb_has_ffp_proj_control(void *shader_priv
)
5803 struct shader_arb_priv
*priv
= shader_priv
;
5805 return priv
->ffp_proj_control
;
5808 const struct wined3d_shader_backend_ops arb_program_shader_backend
=
5810 shader_arb_handle_instruction
,
5813 shader_arb_select_depth_blt
,
5814 shader_arb_deselect_depth_blt
,
5815 shader_arb_update_float_vertex_constants
,
5816 shader_arb_update_float_pixel_constants
,
5817 shader_arb_load_constants
,
5821 shader_arb_allocate_context_data
,
5822 shader_arb_free_context_data
,
5823 shader_arb_init_context_state
,
5824 shader_arb_get_caps
,
5825 shader_arb_color_fixup_supported
,
5826 shader_arb_has_ffp_proj_control
,
5829 /* ARB_fragment_program fixed function pipeline replacement definitions */
5830 #define ARB_FFP_CONST_TFACTOR 0
5831 #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5832 #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5833 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5834 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5835 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5836 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5838 struct arbfp_ffp_desc
5840 struct ffp_frag_desc parent
;
5844 /* Context activation is done by the caller. */
5845 static void arbfp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
5849 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
5850 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5854 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
5855 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5859 static void *arbfp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5861 struct shader_arb_priv
*priv
;
5863 /* Share private data between the shader backend and the pipeline
5864 * replacement, if both are the arb implementation. This is needed to
5865 * figure out whether ARBfp should be disabled if no pixel shader is bound
5867 if (shader_backend
== &arb_program_shader_backend
)
5869 else if (!(priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
))))
5872 wine_rb_init(&priv
->fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
5873 priv
->use_arbfp_fixed_func
= TRUE
;
5878 /* Context activation is done by the caller. */
5879 static void arbfp_free_ffpshader(struct wine_rb_entry
*entry
, void *context
)
5881 const struct wined3d_gl_info
*gl_info
= context
;
5882 struct arbfp_ffp_desc
*entry_arb
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_ffp_desc
, parent
.entry
);
5884 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
5885 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5886 HeapFree(GetProcessHeap(), 0, entry_arb
);
5889 /* Context activation is done by the caller. */
5890 static void arbfp_free(struct wined3d_device
*device
)
5892 struct shader_arb_priv
*priv
= device
->fragment_priv
;
5894 wine_rb_destroy(&priv
->fragment_shaders
, arbfp_free_ffpshader
, &device
->adapter
->gl_info
);
5895 priv
->use_arbfp_fixed_func
= FALSE
;
5897 if (device
->shader_backend
!= &arb_program_shader_backend
)
5899 HeapFree(GetProcessHeap(), 0, device
->fragment_priv
);
5903 static void arbfp_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5905 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5906 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5907 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
5908 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
5909 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
5910 WINED3DTEXOPCAPS_SELECTARG1
|
5911 WINED3DTEXOPCAPS_SELECTARG2
|
5912 WINED3DTEXOPCAPS_MODULATE4X
|
5913 WINED3DTEXOPCAPS_MODULATE2X
|
5914 WINED3DTEXOPCAPS_MODULATE
|
5915 WINED3DTEXOPCAPS_ADDSIGNED2X
|
5916 WINED3DTEXOPCAPS_ADDSIGNED
|
5917 WINED3DTEXOPCAPS_ADD
|
5918 WINED3DTEXOPCAPS_SUBTRACT
|
5919 WINED3DTEXOPCAPS_ADDSMOOTH
|
5920 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
5921 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
5922 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
5923 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
5924 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
5925 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
5926 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
5927 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
5928 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
5929 WINED3DTEXOPCAPS_DOTPRODUCT3
|
5930 WINED3DTEXOPCAPS_MULTIPLYADD
|
5931 WINED3DTEXOPCAPS_LERP
|
5932 WINED3DTEXOPCAPS_BUMPENVMAP
|
5933 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
5935 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5937 caps
->MaxTextureBlendStages
= 8;
5938 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
5941 static DWORD
arbfp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5943 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5946 static void state_texfactor_arbfp(struct wined3d_context
*context
,
5947 const struct wined3d_state
*state
, DWORD state_id
)
5949 struct wined3d_device
*device
= context
->swapchain
->device
;
5950 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5951 struct wined3d_color color
;
5953 if (device
->shader_backend
== &arb_program_shader_backend
)
5955 struct shader_arb_priv
*priv
;
5957 /* Don't load the parameter if we're using an arbfp pixel shader,
5958 * otherwise we'll overwrite application provided constants. */
5962 priv
= device
->shader_priv
;
5963 priv
->pshader_const_dirty
[ARB_FFP_CONST_TFACTOR
] = 1;
5964 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_TFACTOR
+ 1);
5967 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
5968 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_TFACTOR
, &color
.r
));
5969 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
5972 static void state_tss_constant_arbfp(struct wined3d_context
*context
,
5973 const struct wined3d_state
*state
, DWORD state_id
)
5975 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
5976 struct wined3d_device
*device
= context
->swapchain
->device
;
5977 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5978 struct wined3d_color color
;
5980 if (device
->shader_backend
== &arb_program_shader_backend
)
5982 struct shader_arb_priv
*priv
;
5984 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5985 * application provided constants.
5990 priv
= device
->shader_priv
;
5991 priv
->pshader_const_dirty
[ARB_FFP_CONST_CONSTANT(stage
)] = 1;
5992 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_CONSTANT(stage
) + 1);
5995 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[stage
][WINED3D_TSS_CONSTANT
]);
5996 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_CONSTANT(stage
), &color
.r
));
5997 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
6000 static void state_arb_specularenable(struct wined3d_context
*context
,
6001 const struct wined3d_state
*state
, DWORD state_id
)
6003 struct wined3d_device
*device
= context
->swapchain
->device
;
6004 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6007 if (device
->shader_backend
== &arb_program_shader_backend
)
6009 struct shader_arb_priv
*priv
;
6011 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
6012 * application provided constants.
6017 priv
= device
->shader_priv
;
6018 priv
->pshader_const_dirty
[ARB_FFP_CONST_SPECULAR_ENABLE
] = 1;
6019 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_SPECULAR_ENABLE
+ 1);
6022 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
6024 /* The specular color has no alpha */
6025 col
[0] = 1.0f
; col
[1] = 1.0f
;
6026 col
[2] = 1.0f
; col
[3] = 0.0f
;
6028 col
[0] = 0.0f
; col
[1] = 0.0f
;
6029 col
[2] = 0.0f
; col
[3] = 0.0f
;
6031 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_SPECULAR_ENABLE
, col
));
6032 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
6035 static void set_bumpmat_arbfp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6037 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
6038 struct wined3d_device
*device
= context
->swapchain
->device
;
6039 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6042 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
6044 if (device
->shader_backend
== &arb_program_shader_backend
)
6046 struct shader_arb_priv
*priv
= device
->shader_priv
;
6048 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
6052 priv
->pshader_const_dirty
[ARB_FFP_CONST_BUMPMAT(stage
)] = 1;
6053 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_BUMPMAT(stage
) + 1);
6056 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT00
]);
6057 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT01
]);
6058 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT10
]);
6059 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT11
]);
6061 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_BUMPMAT(stage
), &mat
[0][0]));
6062 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
6065 static void tex_bumpenvlum_arbfp(struct wined3d_context
*context
,
6066 const struct wined3d_state
*state
, DWORD state_id
)
6068 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
6069 struct wined3d_device
*device
= context
->swapchain
->device
;
6070 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6073 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
6075 if (device
->shader_backend
== &arb_program_shader_backend
)
6077 struct shader_arb_priv
*priv
= device
->shader_priv
;
6079 /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
6083 priv
->pshader_const_dirty
[ARB_FFP_CONST_LUMINANCE(stage
)] = 1;
6084 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_LUMINANCE(stage
) + 1);
6087 param
[0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_LSCALE
]);
6088 param
[1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_LOFFSET
]);
6092 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_LUMINANCE(stage
), param
));
6093 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
6096 static void alpha_test_arbfp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6098 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6102 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
6104 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
6106 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
6107 checkGLcall("glEnable GL_ALPHA_TEST");
6111 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
6112 checkGLcall("glDisable GL_ALPHA_TEST");
6116 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
6117 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
6121 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
6122 checkGLcall("glAlphaFunc");
6126 static void color_key_arbfp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6128 struct wined3d_device
*device
= context
->swapchain
->device
;
6129 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6130 struct wined3d_color float_key
[2];
6131 const struct wined3d_texture
*texture
= state
->textures
[0];
6136 if (device
->shader_backend
== &arb_program_shader_backend
)
6138 struct shader_arb_priv
*priv
;
6140 /* Don't load the parameter if we're using an arbfp pixel shader,
6141 * otherwise we'll overwrite application provided constants. */
6145 priv
= device
->shader_priv
;
6146 priv
->pshader_const_dirty
[ARB_FFP_CONST_COLOR_KEY_LOW
] = 1;
6147 priv
->pshader_const_dirty
[ARB_FFP_CONST_COLOR_KEY_HIGH
] = 1;
6148 priv
->highest_dirty_ps_const
= max(priv
->highest_dirty_ps_const
, ARB_FFP_CONST_COLOR_KEY_HIGH
+ 1);
6151 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
6153 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_COLOR_KEY_LOW
, &float_key
[0].r
));
6154 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
6155 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARB_FFP_CONST_COLOR_KEY_HIGH
, &float_key
[1].r
));
6156 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
6159 static const char *get_argreg(struct wined3d_string_buffer
*buffer
, DWORD argnum
, unsigned int stage
, DWORD arg
)
6163 if(arg
== ARG_UNUSED
) return "unused"; /* This is the marker for unused registers */
6165 switch(arg
& WINED3DTA_SELECTMASK
) {
6166 case WINED3DTA_DIFFUSE
:
6167 ret
= "fragment.color.primary"; break;
6169 case WINED3DTA_CURRENT
:
6173 case WINED3DTA_TEXTURE
:
6175 case 0: ret
= "tex0"; break;
6176 case 1: ret
= "tex1"; break;
6177 case 2: ret
= "tex2"; break;
6178 case 3: ret
= "tex3"; break;
6179 case 4: ret
= "tex4"; break;
6180 case 5: ret
= "tex5"; break;
6181 case 6: ret
= "tex6"; break;
6182 case 7: ret
= "tex7"; break;
6183 default: ret
= "unknown texture";
6187 case WINED3DTA_TFACTOR
:
6188 ret
= "tfactor"; break;
6190 case WINED3DTA_SPECULAR
:
6191 ret
= "fragment.color.secondary"; break;
6193 case WINED3DTA_TEMP
:
6194 ret
= "tempreg"; break;
6196 case WINED3DTA_CONSTANT
:
6198 case 0: ret
= "const0"; break;
6199 case 1: ret
= "const1"; break;
6200 case 2: ret
= "const2"; break;
6201 case 3: ret
= "const3"; break;
6202 case 4: ret
= "const4"; break;
6203 case 5: ret
= "const5"; break;
6204 case 6: ret
= "const6"; break;
6205 case 7: ret
= "const7"; break;
6206 default: ret
= "unknown constant";
6214 if(arg
& WINED3DTA_COMPLEMENT
) {
6215 shader_addline(buffer
, "SUB arg%u, const.x, %s;\n", argnum
, ret
);
6216 if(argnum
== 0) ret
= "arg0";
6217 if(argnum
== 1) ret
= "arg1";
6218 if(argnum
== 2) ret
= "arg2";
6220 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
6221 shader_addline(buffer
, "MOV arg%u, %s.w;\n", argnum
, ret
);
6222 if(argnum
== 0) ret
= "arg0";
6223 if(argnum
== 1) ret
= "arg1";
6224 if(argnum
== 2) ret
= "arg2";
6229 static void gen_ffp_instr(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
6230 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
6232 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
6233 unsigned int mul
= 1;
6235 if(color
&& alpha
) dstmask
= "";
6236 else if(color
) dstmask
= ".xyz";
6237 else dstmask
= ".w";
6239 if(dst
== tempreg
) dstreg
= "tempreg";
6240 else dstreg
= "ret";
6242 arg0
= get_argreg(buffer
, 0, stage
, dw_arg0
);
6243 arg1
= get_argreg(buffer
, 1, stage
, dw_arg1
);
6244 arg2
= get_argreg(buffer
, 2, stage
, dw_arg2
);
6248 case WINED3D_TOP_DISABLE
:
6251 case WINED3D_TOP_SELECT_ARG2
:
6254 case WINED3D_TOP_SELECT_ARG1
:
6255 shader_addline(buffer
, "MOV %s%s, %s;\n", dstreg
, dstmask
, arg1
);
6258 case WINED3D_TOP_MODULATE_4X
:
6261 case WINED3D_TOP_MODULATE_2X
:
6264 case WINED3D_TOP_MODULATE
:
6265 shader_addline(buffer
, "MUL %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6268 case WINED3D_TOP_ADD_SIGNED_2X
:
6271 case WINED3D_TOP_ADD_SIGNED
:
6272 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
6275 case WINED3D_TOP_ADD
:
6276 shader_addline(buffer
, "ADD_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6279 case WINED3D_TOP_SUBTRACT
:
6280 shader_addline(buffer
, "SUB_SAT %s%s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
);
6283 case WINED3D_TOP_ADD_SMOOTH
:
6284 shader_addline(buffer
, "SUB arg1, const.x, %s;\n", arg1
);
6285 shader_addline(buffer
, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
6288 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
6289 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
6290 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6292 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6293 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
6294 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6296 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6297 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6298 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6300 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
6301 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
6302 shader_addline(buffer
, "LRP %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6305 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6306 arg0
= get_argreg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6307 shader_addline(buffer
, "SUB arg0.w, const.x, %s.w;\n", arg0
);
6308 shader_addline(buffer
, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
6311 /* D3DTOP_PREMODULATE ???? */
6313 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
6314 shader_addline(buffer
, "SUB arg0.w, const.x, %s;\n", arg1
);
6315 shader_addline(buffer
, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg
, dstmask
, arg2
, arg1
);
6317 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
6318 shader_addline(buffer
, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
6320 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
6321 shader_addline(buffer
, "SUB arg0, const.x, %s;\n", arg1
);
6322 shader_addline(buffer
, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg
, dstmask
, arg2
, arg1
);
6324 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
6325 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg
, dstmask
, arg1
, arg2
, arg1
);
6328 case WINED3D_TOP_DOTPRODUCT3
:
6330 shader_addline(buffer
, "SUB arg1, %s, const.w;\n", arg1
);
6331 shader_addline(buffer
, "SUB arg2, %s, const.w;\n", arg2
);
6332 shader_addline(buffer
, "DP3_SAT %s%s, arg1, arg2;\n", dstreg
, dstmask
);
6335 case WINED3D_TOP_MULTIPLY_ADD
:
6336 shader_addline(buffer
, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg1
, arg2
, arg0
);
6339 case WINED3D_TOP_LERP
:
6340 /* The msdn is not quite right here */
6341 shader_addline(buffer
, "LRP %s%s, %s, %s, %s;\n", dstreg
, dstmask
, arg0
, arg1
, arg2
);
6344 case WINED3D_TOP_BUMPENVMAP
:
6345 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6346 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6350 FIXME("Unhandled texture op %08x\n", op
);
6354 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.y;\n", dstreg
, dstmask
, dstreg
);
6356 shader_addline(buffer
, "MUL_SAT %s%s, %s, const.z;\n", dstreg
, dstmask
, dstreg
);
6359 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type
)
6363 case WINED3D_GL_RES_TYPE_TEX_1D
:
6365 case WINED3D_GL_RES_TYPE_TEX_2D
:
6367 case WINED3D_GL_RES_TYPE_TEX_3D
:
6369 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6371 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6374 return "unexpected_resource_type";
6378 static GLuint
gen_arbfp_ffp_shader(const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6380 BYTE tex_read
= 0, bump_used
= 0, luminance_used
= 0, constant_used
= 0;
6381 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
6382 unsigned int stage
, lowest_disabled_stage
;
6383 struct wined3d_string_buffer buffer
;
6384 struct color_fixup_masks masks
;
6385 BOOL custom_linear_fog
= FALSE
;
6386 const char *textype
, *instr
;
6387 DWORD arg0
, arg1
, arg2
;
6388 char colorcor_dst
[8];
6392 if (!string_buffer_init(&buffer
))
6394 ERR("Failed to initialize shader buffer.\n");
6398 shader_addline(&buffer
, "!!ARBfp1.0\n");
6400 if (settings
->color_key_enabled
)
6402 shader_addline(&buffer
, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW
);
6403 shader_addline(&buffer
, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH
);
6407 /* Find out which textures are read */
6408 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6410 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6413 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
6414 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
6415 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
6417 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
6418 tex_read
|= 1u << stage
;
6419 if (settings
->op
[stage
].dst
== tempreg
)
6420 tempreg_used
= TRUE
;
6421 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6422 tempreg_used
= TRUE
;
6423 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6424 tfactor_used
= TRUE
;
6425 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6426 constant_used
|= 1u << stage
;
6428 switch (settings
->op
[stage
].cop
)
6430 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6431 luminance_used
|= 1u << stage
;
6433 case WINED3D_TOP_BUMPENVMAP
:
6434 bump_used
|= 1u << stage
;
6436 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6437 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6438 tex_read
|= 1u << stage
;
6441 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6442 tfactor_used
= TRUE
;
6449 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6452 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
6453 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
6454 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
6456 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
6457 tex_read
|= 1u << stage
;
6458 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6459 tempreg_used
= TRUE
;
6460 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6461 tfactor_used
= TRUE
;
6462 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6463 constant_used
|= 1u << stage
;
6465 lowest_disabled_stage
= stage
;
6467 switch (settings
->fog
)
6469 case WINED3D_FFP_PS_FOG_OFF
: break;
6470 case WINED3D_FFP_PS_FOG_LINEAR
:
6471 if (gl_info
->quirks
& WINED3D_QUIRK_BROKEN_ARB_FOG
)
6473 custom_linear_fog
= TRUE
;
6476 shader_addline(&buffer
, "OPTION ARB_fog_linear;\n");
6479 case WINED3D_FFP_PS_FOG_EXP
: shader_addline(&buffer
, "OPTION ARB_fog_exp;\n"); break;
6480 case WINED3D_FFP_PS_FOG_EXP2
: shader_addline(&buffer
, "OPTION ARB_fog_exp2;\n"); break;
6481 default: FIXME("Unexpected fog setting %d\n", settings
->fog
);
6484 shader_addline(&buffer
, "PARAM const = {1, 2, 4, 0.5};\n");
6485 shader_addline(&buffer
, "TEMP TMP;\n");
6486 shader_addline(&buffer
, "TEMP ret;\n");
6487 if (tempreg_used
|| settings
->sRGB_write
) shader_addline(&buffer
, "TEMP tempreg;\n");
6488 shader_addline(&buffer
, "TEMP arg0;\n");
6489 shader_addline(&buffer
, "TEMP arg1;\n");
6490 shader_addline(&buffer
, "TEMP arg2;\n");
6491 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6493 if (constant_used
& (1u << stage
))
6494 shader_addline(&buffer
, "PARAM const%u = program.env[%u];\n", stage
, ARB_FFP_CONST_CONSTANT(stage
));
6496 if (!(tex_read
& (1u << stage
)))
6499 shader_addline(&buffer
, "TEMP tex%u;\n", stage
);
6501 if (!(bump_used
& (1u << stage
)))
6503 shader_addline(&buffer
, "PARAM bumpmat%u = program.env[%u];\n", stage
, ARB_FFP_CONST_BUMPMAT(stage
));
6505 if (!(luminance_used
& (1u << stage
)))
6507 shader_addline(&buffer
, "PARAM luminance%u = program.env[%u];\n", stage
, ARB_FFP_CONST_LUMINANCE(stage
));
6510 shader_addline(&buffer
, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR
);
6511 shader_addline(&buffer
, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE
);
6513 if (settings
->sRGB_write
)
6515 shader_addline(&buffer
, "PARAM srgb_consts0 = ");
6516 shader_arb_append_imm_vec4(&buffer
, wined3d_srgb_const0
);
6517 shader_addline(&buffer
, ";\n");
6518 shader_addline(&buffer
, "PARAM srgb_consts1 = ");
6519 shader_arb_append_imm_vec4(&buffer
, wined3d_srgb_const1
);
6520 shader_addline(&buffer
, ";\n");
6523 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
6524 shader_addline(&buffer
, "KIL fragment.texcoord[7];\n");
6526 if (tempreg_used
|| settings
->sRGB_write
)
6527 shader_addline(&buffer
, "MOV tempreg, 0.0;\n");
6529 /* Generate texture sampling instructions */
6530 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
6532 if (!(tex_read
& (1u << stage
)))
6535 textype
= arbfp_texture_target(settings
->op
[stage
].tex_type
);
6537 if(settings
->op
[stage
].projected
== proj_none
) {
6539 } else if(settings
->op
[stage
].projected
== proj_count4
||
6540 settings
->op
[stage
].projected
== proj_count3
) {
6543 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
6548 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
6549 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
6551 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage
- 1);
6552 shader_addline(&buffer
, "DP3 ret.x, arg1, tex%u;\n", stage
- 1);
6553 shader_addline(&buffer
, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage
- 1);
6554 shader_addline(&buffer
, "DP3 ret.y, arg1, tex%u;\n", stage
- 1);
6556 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6557 * so multiply the displacement with the dividing parameter before passing it to TXP
6559 if (settings
->op
[stage
].projected
!= proj_none
) {
6560 if(settings
->op
[stage
].projected
== proj_count4
) {
6561 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].w;\n", stage
);
6562 shader_addline(&buffer
, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage
, stage
);
6564 shader_addline(&buffer
, "MOV ret.w, fragment.texcoord[%u].z;\n", stage
);
6565 shader_addline(&buffer
, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage
, stage
);
6568 shader_addline(&buffer
, "ADD ret, ret, fragment.texcoord[%u];\n", stage
);
6571 shader_addline(&buffer
, "%s tex%u, ret, texture[%u], %s;\n",
6572 instr
, stage
, stage
, textype
);
6573 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6575 shader_addline(&buffer
, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6576 stage
- 1, stage
- 1, stage
- 1);
6577 shader_addline(&buffer
, "MUL tex%u, tex%u, ret.x;\n", stage
, stage
);
6579 } else if(settings
->op
[stage
].projected
== proj_count3
) {
6580 shader_addline(&buffer
, "MOV ret, fragment.texcoord[%u];\n", stage
);
6581 shader_addline(&buffer
, "MOV ret.w, ret.z;\n");
6582 shader_addline(&buffer
, "%s tex%u, ret, texture[%u], %s;\n",
6583 instr
, stage
, stage
, textype
);
6585 shader_addline(&buffer
, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6586 instr
, stage
, stage
, stage
, textype
);
6589 sprintf(colorcor_dst
, "tex%u", stage
);
6590 masks
= calc_color_correction(settings
->op
[stage
].color_fixup
, WINED3DSP_WRITEMASK_ALL
);
6591 gen_color_correction(&buffer
, colorcor_dst
, colorcor_dst
, "const.x", "const.y",
6592 settings
->op
[stage
].color_fixup
, masks
);
6595 if (settings
->color_key_enabled
)
6597 shader_addline(&buffer
, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6598 shader_addline(&buffer
, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6599 shader_addline(&buffer
, "ADD TMP, TMP, ret;\n"); /* or */
6600 shader_addline(&buffer
, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6601 shader_addline(&buffer
, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6602 shader_addline(&buffer
, "KIL -TMP;\n"); /* discard if true */
6605 shader_addline(&buffer
, "MOV ret, fragment.color.primary;\n");
6607 /* Generate the main shader */
6608 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6610 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6613 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6614 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6615 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6616 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6617 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6618 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6619 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6620 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6621 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6622 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6623 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6624 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6626 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
6627 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
6628 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
6629 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6631 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6633 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6634 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6635 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6639 gen_ffp_instr(&buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
6640 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6641 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6643 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
6644 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6646 gen_ffp_instr(&buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6647 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6648 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6649 gen_ffp_instr(&buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
6650 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6651 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6655 if (settings
->sRGB_write
|| custom_linear_fog
)
6657 shader_addline(&buffer
, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6658 if (settings
->sRGB_write
)
6659 arbfp_add_sRGB_correction(&buffer
, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE
);
6660 if (custom_linear_fog
)
6661 arbfp_add_linear_fog(&buffer
, "ret", "arg0");
6662 shader_addline(&buffer
, "MOV result.color, ret;\n");
6666 shader_addline(&buffer
, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6670 shader_addline(&buffer
, "END\n");
6672 /* Generate the shader */
6673 GL_EXTCALL(glGenProgramsARB(1, &ret
));
6674 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, ret
));
6675 shader_arb_compile(gl_info
, GL_FRAGMENT_PROGRAM_ARB
, buffer
.buffer
);
6677 string_buffer_free(&buffer
);
6681 static void fragment_prog_arbfp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6683 const struct wined3d_device
*device
= context
->swapchain
->device
;
6684 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6685 struct shader_arb_priv
*priv
= device
->fragment_priv
;
6686 BOOL use_pshader
= use_ps(state
);
6687 struct ffp_frag_settings settings
;
6688 const struct arbfp_ffp_desc
*desc
;
6691 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
6693 if (isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
6695 if (!use_pshader
&& device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
)
6697 /* Reload fixed function constants since they collide with the
6698 * pixel shader constants. */
6699 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6701 set_bumpmat_arbfp(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_BUMPENV_MAT00
));
6702 state_tss_constant_arbfp(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_CONSTANT
));
6704 state_texfactor_arbfp(context
, state
, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
));
6705 state_arb_specularenable(context
, state
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
6706 color_key_arbfp(context
, state
, STATE_COLOR_KEY
);
6708 else if (use_pshader
)
6710 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
6717 /* Find or create a shader implementing the fixed function pipeline
6718 * settings, then activate it. */
6719 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
6720 desc
= (const struct arbfp_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
6723 struct arbfp_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
6726 ERR("Out of memory\n");
6730 new_desc
->parent
.settings
= settings
;
6731 new_desc
->shader
= gen_arbfp_ffp_shader(&settings
, gl_info
);
6732 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
6733 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
6737 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6738 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6741 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, desc
->shader
));
6742 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6743 priv
->current_fprogram_id
= desc
->shader
;
6745 if (device
->shader_backend
== &arb_program_shader_backend
&& context
->last_was_pshader
)
6747 /* Reload fixed function constants since they collide with the
6748 * pixel shader constants. */
6749 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6751 set_bumpmat_arbfp(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_BUMPENV_MAT00
));
6752 state_tss_constant_arbfp(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_CONSTANT
));
6754 state_texfactor_arbfp(context
, state
, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
));
6755 state_arb_specularenable(context
, state
, STATE_RENDER(WINED3D_RS_SPECULARENABLE
));
6756 color_key_arbfp(context
, state
, STATE_COLOR_KEY
);
6758 context
->last_was_pshader
= FALSE
;
6760 else if (!context
->last_was_pshader
)
6762 if (device
->shader_backend
== &arb_program_shader_backend
)
6763 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
6764 context
->last_was_pshader
= TRUE
;
6767 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
6770 /* We can't link the fog states to the fragment state directly since the
6771 * vertex pipeline links them to FOGENABLE. A different linking in different
6772 * pipeline parts can't be expressed in the combined state table, so we need
6773 * to handle that with a forwarding function. The other invisible side effect
6774 * is that changing the fog start and fog end (which links to FOGENABLE in
6775 * vertex) results in the fragment_prog_arbfp function being called because
6776 * FOGENABLE is dirty, which calls this function here. */
6777 static void state_arbfp_fog(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6779 enum fogsource new_source
;
6780 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
6781 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
6783 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
6785 if (!isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
)))
6786 fragment_prog_arbfp(context
, state
, state_id
);
6788 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
6791 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
6795 new_source
= FOGSOURCE_VS
;
6799 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
6800 new_source
= FOGSOURCE_COORD
;
6802 new_source
= FOGSOURCE_FFP
;
6807 new_source
= FOGSOURCE_FFP
;
6810 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
6812 context
->fog_source
= new_source
;
6813 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
6817 static void textransform(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
6819 if (!isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
)))
6820 fragment_prog_arbfp(context
, state
, state_id
);
6823 static const struct StateEntryTemplate arbfp_fragmentstate_template
[] =
6825 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor_arbfp
}, WINED3D_GL_EXT_NONE
},
6826 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6827 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6828 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6829 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6830 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6831 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6832 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6833 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6834 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6835 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6836 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6837 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6838 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6839 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6840 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6841 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6842 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6843 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6844 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6845 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6846 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6847 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6848 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6849 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6850 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6851 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6852 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6853 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6854 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6855 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6856 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6857 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6858 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6859 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6860 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6861 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6862 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6863 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6864 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6865 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6866 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6867 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6868 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6869 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6870 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6871 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6872 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6873 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6874 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6875 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6876 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6877 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6878 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6879 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6880 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6881 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6882 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6883 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6884 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6885 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6886 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6887 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6888 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6889 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6890 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6891 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6892 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6893 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6894 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6895 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6896 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6897 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6898 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6899 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6900 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6901 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6902 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6903 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6904 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6905 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6906 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6907 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6908 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6909 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6910 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6911 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6912 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6913 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6914 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6915 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6916 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6917 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6918 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6919 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6920 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6921 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6922 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6923 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6924 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6925 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6926 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6927 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6928 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6929 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6930 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6931 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6932 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6933 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6934 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6935 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6936 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6937 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6938 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6939 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6940 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat_arbfp
}, WINED3D_GL_EXT_NONE
},
6941 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6942 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6943 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6944 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), tex_bumpenvlum_arbfp
}, WINED3D_GL_EXT_NONE
},
6945 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6946 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), fragment_prog_arbfp
}, WINED3D_GL_EXT_NONE
},
6947 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6948 {STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6949 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), alpha_test_arbfp
}, WINED3D_GL_EXT_NONE
},
6950 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6951 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, color_key_arbfp
}, WINED3D_GL_EXT_NONE
},
6952 {STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_arbfp_fog
}, WINED3D_GL_EXT_NONE
},
6953 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6954 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6955 {STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6956 {STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
6957 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
6958 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
6959 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
6960 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
6961 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6962 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6963 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6964 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6965 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6966 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6967 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6968 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
6969 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), state_tss_constant_arbfp
}, WINED3D_GL_EXT_NONE
},
6970 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), state_tss_constant_arbfp
}, WINED3D_GL_EXT_NONE
},
6971 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), state_tss_constant_arbfp
}, WINED3D_GL_EXT_NONE
},
6972 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), state_tss_constant_arbfp
}, WINED3D_GL_EXT_NONE
},
6973 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), state_tss_constant_arbfp
}, WINED3D_GL_EXT_NONE
},
6974 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), state_tss_constant_arbfp
}, WINED3D_GL_EXT_NONE
},
6975 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), state_tss_constant_arbfp
}, WINED3D_GL_EXT_NONE
},
6976 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), state_tss_constant_arbfp
}, WINED3D_GL_EXT_NONE
},
6977 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_arb_specularenable
}, WINED3D_GL_EXT_NONE
},
6978 {STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
6979 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
6982 static BOOL
arbfp_alloc_context_data(struct wined3d_context
*context
)
6987 static void arbfp_free_context_data(struct wined3d_context
*context
)
6991 const struct fragment_pipeline arbfp_fragment_pipeline
= {
6994 arbfp_get_emul_mask
,
6997 arbfp_alloc_context_data
,
6998 arbfp_free_context_data
,
6999 shader_arb_color_fixup_supported
,
7000 arbfp_fragmentstate_template
,
7003 struct arbfp_blit_type
7005 enum complex_fixup fixup
: 4;
7006 enum wined3d_gl_resource_type res_type
: 3;
7007 DWORD use_color_key
: 1;
7011 struct arbfp_blit_desc
7014 struct arbfp_blit_type type
;
7015 struct wine_rb_entry entry
;
7018 #define ARBFP_BLIT_PARAM_SIZE 0
7019 #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
7020 #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
7022 struct arbfp_blit_priv
7024 struct wine_rb_tree shaders
;
7025 GLuint palette_texture
;
7028 static int arbfp_blit_type_compare(const void *key
, const struct wine_rb_entry
*entry
)
7030 const struct arbfp_blit_type
*ka
= key
;
7031 const struct arbfp_blit_type
*kb
= &WINE_RB_ENTRY_VALUE(entry
, const struct arbfp_blit_desc
, entry
)->type
;
7033 return memcmp(ka
, kb
, sizeof(*ka
));
7036 /* Context activation is done by the caller. */
7037 static void arbfp_free_blit_shader(struct wine_rb_entry
*entry
, void *context
)
7039 const struct wined3d_gl_info
*gl_info
= context
;
7040 struct arbfp_blit_desc
*entry_arb
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_blit_desc
, entry
);
7042 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb
->shader
));
7043 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
7044 HeapFree(GetProcessHeap(), 0, entry_arb
);
7047 static HRESULT
arbfp_blit_alloc(struct wined3d_device
*device
)
7049 struct arbfp_blit_priv
*priv
;
7051 if (!(priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
))))
7052 return E_OUTOFMEMORY
;
7054 wine_rb_init(&priv
->shaders
, arbfp_blit_type_compare
);
7056 device
->blit_priv
= priv
;
7061 /* Context activation is done by the caller. */
7062 static void arbfp_blit_free(struct wined3d_device
*device
)
7064 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7065 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
7067 wine_rb_destroy(&priv
->shaders
, arbfp_free_blit_shader
, &device
->adapter
->gl_info
);
7068 checkGLcall("Delete blit programs");
7070 if (priv
->palette_texture
)
7071 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &priv
->palette_texture
);
7073 HeapFree(GetProcessHeap(), 0, device
->blit_priv
);
7074 device
->blit_priv
= NULL
;
7077 static BOOL
gen_planar_yuv_read(struct wined3d_string_buffer
*buffer
, const struct arbfp_blit_type
*type
,
7081 const char *tex
, *texinstr
= "TXP";
7083 if (type
->fixup
== COMPLEX_FIXUP_UYVY
)
7094 tex
= arbfp_texture_target(type
->res_type
);
7095 if (type
->res_type
== WINED3D_GL_RES_TYPE_TEX_RECT
)
7098 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
7099 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
7100 * filtering when we sample the texture.
7102 * These are the rules for reading the chroma:
7108 * So we have to get the sampling x position in non-normalized coordinates in integers
7110 if (type
->res_type
!= WINED3D_GL_RES_TYPE_TEX_RECT
)
7112 shader_addline(buffer
, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
7113 shader_addline(buffer
, "MOV texcrd.w, size.x;\n");
7117 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
7119 /* We must not allow filtering between pixel x and x+1, this would mix U and V
7120 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7123 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
7124 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.y;\n");
7126 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
7127 * even and odd pixels respectively
7129 shader_addline(buffer
, "MUL texcrd2, texcrd, coef.y;\n");
7130 shader_addline(buffer
, "FRC texcrd2, texcrd2;\n");
7132 /* Sample Pixel 1 */
7133 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
7135 /* Put the value into either of the chroma values */
7136 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
7137 shader_addline(buffer
, "MUL chroma.x, luminance.%c, temp.x;\n", chroma
);
7138 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
7139 shader_addline(buffer
, "MUL chroma.y, luminance.%c, temp.x;\n", chroma
);
7141 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
7142 * the pixel right to the current one. Otherwise, sample the left pixel.
7143 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
7145 shader_addline(buffer
, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
7146 shader_addline(buffer
, "ADD texcrd.x, texcrd, temp.x;\n");
7147 shader_addline(buffer
, "%s luminance, texcrd, texture[0], %s;\n", texinstr
, tex
);
7149 /* Put the value into the other chroma */
7150 shader_addline(buffer
, "SGE temp.x, texcrd2.x, coef.y;\n");
7151 shader_addline(buffer
, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma
);
7152 shader_addline(buffer
, "SLT temp.x, texcrd2.x, coef.y;\n");
7153 shader_addline(buffer
, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma
);
7155 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7156 * the current one and lerp the two U and V values
7159 /* This gives the correctly filtered luminance value */
7160 shader_addline(buffer
, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex
);
7165 static BOOL
gen_yv12_read(struct wined3d_string_buffer
*buffer
, const struct arbfp_blit_type
*type
,
7169 static const float yv12_coef
[]
7170 = {2.0f
/ 3.0f
, 1.0f
/ 6.0f
, (2.0f
/ 3.0f
) + (1.0f
/ 6.0f
), 1.0f
/ 3.0f
};
7172 tex
= arbfp_texture_target(type
->res_type
);
7174 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7175 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7176 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7177 * pitch of the luminance plane, the packing into the gl texture is a bit
7178 * unfortunate. If the whole texture is interpreted as luminance data it looks
7179 * approximately like this:
7181 * +----------------------------------+----
7193 * +----------------+-----------------+----
7195 * | V even rows | V odd rows |
7197 * +----------------+------------------ -
7199 * | U even rows | U odd rows |
7201 * +----------------+-----------------+----
7205 * So it appears as if there are 4 chroma images, but in fact the odd rows
7206 * in the chroma images are in the same row as the even ones. So it is
7207 * kinda tricky to read
7209 * When reading from rectangle textures, keep in mind that the input y coordinates
7210 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7212 shader_addline(buffer
, "PARAM yv12_coef = ");
7213 shader_arb_append_imm_vec4(buffer
, yv12_coef
);
7214 shader_addline(buffer
, ";\n");
7216 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
7217 /* the chroma planes have only half the width */
7218 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
7220 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7221 * the coordinate. Also read the right side of the image when reading odd lines
7223 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7226 if (type
->res_type
== WINED3D_GL_RES_TYPE_TEX_2D
)
7229 shader_addline(buffer
, "RCP chroma.w, size.y;\n");
7231 shader_addline(buffer
, "MUL texcrd2.y, texcrd.y, size.y;\n");
7233 shader_addline(buffer
, "FLR texcrd2.y, texcrd2.y;\n");
7234 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7236 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7237 shader_addline(buffer
, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7238 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
7239 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7240 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7242 /* clamp, keep the half pixel origin in mind */
7243 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7244 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
7245 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7246 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
7250 /* Read from [size - size+size/4] */
7251 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
7252 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7254 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7255 shader_addline(buffer
, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7256 shader_addline(buffer
, "FRC texcrd2.x, texcrd2.x;\n");
7257 shader_addline(buffer
, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7258 shader_addline(buffer
, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7259 shader_addline(buffer
, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7261 /* Make sure to read exactly from the pixel center */
7262 shader_addline(buffer
, "FLR texcrd.y, texcrd.y;\n");
7263 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, coef.y;\n");
7266 shader_addline(buffer
, "MAD temp.y, size.y, coef.w, size.y;\n");
7267 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
7268 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
7269 shader_addline(buffer
, "ADD temp.y, size.y, coef.y;\n");
7270 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
7272 /* Read the texture, put the result into the output register */
7273 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
7274 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
7276 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7277 * No need to clamp because we're just reusing the already clamped value from above
7279 if (type
->res_type
== WINED3D_GL_RES_TYPE_TEX_2D
)
7280 shader_addline(buffer
, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7282 shader_addline(buffer
, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7283 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
7284 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
7286 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7287 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7288 * values due to filtering
7290 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
7291 if (type
->res_type
== WINED3D_GL_RES_TYPE_TEX_2D
)
7293 /* Multiply the y coordinate by 2/3 and clamp it */
7294 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7295 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7296 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
7297 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
7301 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7302 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7305 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
7306 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
7307 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
7314 static BOOL
gen_nv12_read(struct wined3d_string_buffer
*buffer
, const struct arbfp_blit_type
*type
,
7318 static const float nv12_coef
[]
7319 = {2.0f
/ 3.0f
, 1.0f
/ 3.0f
, 1.0f
, 1.0f
};
7321 tex
= arbfp_texture_target(type
->res_type
);
7323 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7324 * sized plane where each component is an UV pair. So the effective
7325 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7326 * data it looks approximately like this:
7328 * +----------------------------------+----
7340 * +----------------------------------+----
7341 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7342 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7348 * +----------------------------------+----
7350 * When reading from rectangle textures, keep in mind that the input y coordinates
7351 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7353 shader_addline(buffer
, "PARAM nv12_coef = ");
7354 shader_arb_append_imm_vec4(buffer
, nv12_coef
);
7355 shader_addline(buffer
, ";\n");
7357 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
7358 /* We only have half the number of chroma pixels. */
7359 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, coef.y;\n");
7361 if (type
->res_type
== WINED3D_GL_RES_TYPE_TEX_2D
)
7363 shader_addline(buffer
, "RCP chroma.w, size.x;\n");
7364 shader_addline(buffer
, "RCP chroma.z, size.y;\n");
7366 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7368 /* We must not allow filtering horizontally, this would mix U and V.
7369 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7370 * 0.5, so add 0.5. */
7372 /* Convert to non-normalized coordinates so we can find the
7373 * individual pixel. */
7374 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, size.x;\n");
7375 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
7376 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7377 * add 0.5 to hit the center of the pixel. */
7378 shader_addline(buffer
, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7380 /* Convert back to normalized coordinates. */
7381 shader_addline(buffer
, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7383 /* Clamp, keep the half pixel origin in mind. */
7384 shader_addline(buffer
, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7385 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
7386 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7387 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
7391 /* Read from [size - size+size/2] */
7392 shader_addline(buffer
, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7394 shader_addline(buffer
, "FLR texcrd.x, texcrd.x;\n");
7395 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7396 * add 0.5 to hit the center of the pixel. */
7397 shader_addline(buffer
, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7400 shader_addline(buffer
, "MAD temp.y, size.y, coef.y, size.y;\n");
7401 shader_addline(buffer
, "ADD temp.y, temp.y, -coef.y;\n");
7402 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
7403 shader_addline(buffer
, "ADD temp.y, size.y, coef.y;\n");
7404 shader_addline(buffer
, "MAX texcrd.y, temp.y, texcrd.y;\n");
7406 /* Read the texture, put the result into the output register. */
7407 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
7408 shader_addline(buffer
, "MOV chroma.y, temp.w;\n");
7410 if (type
->res_type
== WINED3D_GL_RES_TYPE_TEX_2D
)
7413 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7418 shader_addline(buffer
, "ADD texcrd.x, texcrd.x, coef.x;\n");
7420 shader_addline(buffer
, "TEX temp, texcrd, texture[0], %s;\n", tex
);
7421 shader_addline(buffer
, "MOV chroma.x, temp.w;\n");
7423 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7424 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7425 * values due to filtering. */
7426 shader_addline(buffer
, "MOV texcrd, fragment.texcoord[0];\n");
7427 if (type
->res_type
== WINED3D_GL_RES_TYPE_TEX_2D
)
7429 /* Multiply the y coordinate by 2/3 and clamp it */
7430 shader_addline(buffer
, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7431 shader_addline(buffer
, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7432 shader_addline(buffer
, "MIN texcrd.y, temp.y, texcrd.y;\n");
7433 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
7437 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7438 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7441 shader_addline(buffer
, "ADD temp.x, size.y, -coef.y;\n");
7442 shader_addline(buffer
, "MIN texcrd.y, texcrd.y, size.x;\n");
7443 shader_addline(buffer
, "TEX luminance, texcrd, texture[0], %s;\n", tex
);
7450 /* Context activation is done by the caller. */
7451 static GLuint
gen_p8_shader(struct arbfp_blit_priv
*priv
,
7452 const struct wined3d_gl_info
*gl_info
, const struct arbfp_blit_type
*type
)
7455 struct wined3d_string_buffer buffer
;
7456 const char *tex_target
= arbfp_texture_target(type
->res_type
);
7458 /* This should not happen because we only use this conversion for
7459 * present blits which don't use color keying. */
7460 if (type
->use_color_key
)
7461 FIXME("Implement P8 color keying.\n");
7464 if (!string_buffer_init(&buffer
))
7466 ERR("Failed to initialize shader buffer.\n");
7470 GL_EXTCALL(glGenProgramsARB(1, &shader
));
7471 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7474 string_buffer_free(&buffer
);
7478 shader_addline(&buffer
, "!!ARBfp1.0\n");
7479 shader_addline(&buffer
, "TEMP index;\n");
7481 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7482 shader_addline(&buffer
, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7484 /* The alpha-component contains the palette index */
7485 shader_addline(&buffer
, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target
);
7487 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7488 shader_addline(&buffer
, "MAD index.a, index.a, constants.x, constants.y;\n");
7490 /* Use the alpha-component as an index in the palette to get the final color */
7491 shader_addline(&buffer
, "TEX result.color, index.a, texture[1], 1D;\n");
7492 shader_addline(&buffer
, "END\n");
7494 shader_arb_compile(gl_info
, GL_FRAGMENT_PROGRAM_ARB
, buffer
.buffer
);
7496 string_buffer_free(&buffer
);
7501 /* Context activation is done by the caller. */
7502 static void upload_palette(const struct wined3d_texture
*texture
, struct wined3d_context
*context
)
7504 const struct wined3d_palette
*palette
= texture
->swapchain
? texture
->swapchain
->palette
: NULL
;
7505 struct wined3d_device
*device
= texture
->resource
.device
;
7506 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7507 struct arbfp_blit_priv
*priv
= device
->blit_priv
;
7509 if (!priv
->palette_texture
)
7510 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &priv
->palette_texture
);
7512 GL_EXTCALL(glActiveTexture(GL_TEXTURE1
));
7513 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, priv
->palette_texture
);
7515 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
7517 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
7518 /* Make sure we have discrete color levels. */
7519 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
7520 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
7521 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7524 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 256, 0, GL_BGRA
,
7525 GL_UNSIGNED_INT_8_8_8_8_REV
, palette
->colors
);
7529 static const DWORD black
;
7530 FIXME("P8 surface loaded without a palette.\n");
7531 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 1, 0, GL_BGRA
,
7532 GL_UNSIGNED_INT_8_8_8_8_REV
, &black
);
7535 /* Switch back to unit 0 in which the 2D texture will be stored. */
7536 context_active_texture(context
, gl_info
, 0);
7539 /* Context activation is done by the caller. */
7540 static GLuint
gen_yuv_shader(struct arbfp_blit_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
7541 const struct arbfp_blit_type
*type
)
7544 struct wined3d_string_buffer buffer
;
7545 char luminance_component
;
7547 if (type
->use_color_key
)
7548 FIXME("Implement YUV color keying.\n");
7551 if (!string_buffer_init(&buffer
))
7553 ERR("Failed to initialize shader buffer.\n");
7557 GL_EXTCALL(glGenProgramsARB(1, &shader
));
7558 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7559 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7560 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7563 string_buffer_free(&buffer
);
7567 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7568 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7569 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7570 * each single pixel it contains, and one U and one V value shared between both
7573 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7574 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7575 * take the format into account when generating the read swizzles
7577 * Reading the Y value is straightforward - just sample the texture. The hardware
7578 * takes care of filtering in the horizontal and vertical direction.
7580 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7581 * because that would mix the U and V values of one pixel or two adjacent pixels.
7582 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7583 * regardless of the filtering setting. Vertical filtering works automatically
7584 * though - the U and V values of two rows are mixed nicely.
7586 * Apart of avoiding filtering issues, the code has to know which value it just
7587 * read, and where it can find the other one. To determine this, it checks if
7588 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7590 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7591 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7593 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7594 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7595 * in an unfiltered situation. Finding the luminance on the other hand requires
7596 * finding out if it is an odd or even pixel. The real drawback of this approach
7597 * is filtering. This would have to be emulated completely in the shader, reading
7598 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7599 * vertically. Beyond that it would require adjustments to the texture handling
7600 * code to deal with the width scaling
7602 shader_addline(&buffer
, "!!ARBfp1.0\n");
7603 shader_addline(&buffer
, "TEMP luminance;\n");
7604 shader_addline(&buffer
, "TEMP temp;\n");
7605 shader_addline(&buffer
, "TEMP chroma;\n");
7606 shader_addline(&buffer
, "TEMP texcrd;\n");
7607 shader_addline(&buffer
, "TEMP texcrd2;\n");
7608 shader_addline(&buffer
, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7609 shader_addline(&buffer
, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7610 shader_addline(&buffer
, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE
);
7612 switch (type
->fixup
)
7614 case COMPLEX_FIXUP_UYVY
:
7615 case COMPLEX_FIXUP_YUY2
:
7616 if (!gen_planar_yuv_read(&buffer
, type
, &luminance_component
))
7618 string_buffer_free(&buffer
);
7623 case COMPLEX_FIXUP_YV12
:
7624 if (!gen_yv12_read(&buffer
, type
, &luminance_component
))
7626 string_buffer_free(&buffer
);
7631 case COMPLEX_FIXUP_NV12
:
7632 if (!gen_nv12_read(&buffer
, type
, &luminance_component
))
7634 string_buffer_free(&buffer
);
7640 FIXME("Unsupported YUV fixup %#x\n", type
->fixup
);
7641 string_buffer_free(&buffer
);
7645 /* Calculate the final result. Formula is taken from
7646 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7647 * ranges from -0.5 to 0.5
7649 shader_addline(&buffer
, "SUB chroma.xy, chroma, coef.y;\n");
7651 shader_addline(&buffer
, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component
);
7652 shader_addline(&buffer
, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component
);
7653 shader_addline(&buffer
, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7654 shader_addline(&buffer
, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component
);
7655 shader_addline(&buffer
, "END\n");
7657 shader_arb_compile(gl_info
, GL_FRAGMENT_PROGRAM_ARB
, buffer
.buffer
);
7659 string_buffer_free(&buffer
);
7664 /* Context activation is done by the caller. */
7665 static GLuint
arbfp_gen_plain_shader(struct arbfp_blit_priv
*priv
,
7666 const struct wined3d_gl_info
*gl_info
, const struct arbfp_blit_type
*type
)
7669 struct wined3d_string_buffer buffer
;
7670 const char *tex_target
= arbfp_texture_target(type
->res_type
);
7673 if (!string_buffer_init(&buffer
))
7675 ERR("Failed to initialize shader buffer.\n");
7679 GL_EXTCALL(glGenProgramsARB(1, &shader
));
7682 string_buffer_free(&buffer
);
7685 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7687 shader_addline(&buffer
, "!!ARBfp1.0\n");
7689 if (type
->use_color_key
)
7691 shader_addline(&buffer
, "TEMP color;\n");
7692 shader_addline(&buffer
, "TEMP less, greater;\n");
7693 shader_addline(&buffer
, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW
);
7694 shader_addline(&buffer
, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH
);
7695 shader_addline(&buffer
, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target
);
7696 shader_addline(&buffer
, "SLT less, color, color_key_low;\n"); /* below low key */
7697 shader_addline(&buffer
, "SGE greater, color, color_key_high;\n"); /* above high key */
7698 shader_addline(&buffer
, "ADD less, less, greater;\n"); /* or */
7699 shader_addline(&buffer
, "DP4 less.b, less, less;\n"); /* on any channel */
7700 shader_addline(&buffer
, "SGE less, -less.b, 0.0;\n"); /* logical not */
7701 shader_addline(&buffer
, "KIL -less;\n"); /* discard if true */
7702 shader_addline(&buffer
, "MOV result.color, color;\n");
7706 shader_addline(&buffer
, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target
);
7709 shader_addline(&buffer
, "END\n");
7711 shader_arb_compile(gl_info
, GL_FRAGMENT_PROGRAM_ARB
, buffer
.buffer
);
7713 string_buffer_free(&buffer
);
7718 /* Context activation is done by the caller. */
7719 static HRESULT
arbfp_blit_set(void *blit_priv
, struct wined3d_context
*context
, const struct wined3d_surface
*surface
,
7720 const struct wined3d_color_key
*color_key
)
7722 const struct wined3d_texture
*texture
= surface
->container
;
7723 struct arbfp_blit_priv
*priv
= blit_priv
;
7724 enum complex_fixup fixup
;
7725 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7726 struct wine_rb_entry
*entry
;
7727 struct arbfp_blit_type type
;
7728 struct arbfp_blit_desc
*desc
;
7729 struct wined3d_color float_color_key
[2];
7730 struct wined3d_vec4 size
;
7733 size
.x
= wined3d_texture_get_level_pow2_width(texture
, surface
->texture_level
);
7734 size
.y
= wined3d_texture_get_level_pow2_height(texture
, surface
->texture_level
);
7738 if (is_complex_fixup(texture
->resource
.format
->color_fixup
))
7739 fixup
= get_complex_fixup(texture
->resource
.format
->color_fixup
);
7741 fixup
= COMPLEX_FIXUP_NONE
;
7743 switch (texture
->target
)
7746 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_1D
;
7750 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
7754 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_3D
;
7757 case GL_TEXTURE_CUBE_MAP_ARB
:
7758 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_CUBE
;
7761 case GL_TEXTURE_RECTANGLE_ARB
:
7762 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_RECT
;
7766 ERR("Unexpected GL texture type %#x.\n", texture
->target
);
7767 type
.res_type
= WINED3D_GL_RES_TYPE_TEX_2D
;
7770 type
.use_color_key
= !!color_key
;
7773 entry
= wine_rb_get(&priv
->shaders
, &type
);
7776 desc
= WINE_RB_ENTRY_VALUE(entry
, struct arbfp_blit_desc
, entry
);
7777 shader
= desc
->shader
;
7783 case COMPLEX_FIXUP_NONE
:
7784 if (!is_identity_fixup(texture
->resource
.format
->color_fixup
))
7785 FIXME("Implement support for sign or swizzle fixups.\n");
7786 shader
= arbfp_gen_plain_shader(priv
, gl_info
, &type
);
7789 case COMPLEX_FIXUP_P8
:
7790 shader
= gen_p8_shader(priv
, gl_info
, &type
);
7793 case COMPLEX_FIXUP_YUY2
:
7794 case COMPLEX_FIXUP_UYVY
:
7795 case COMPLEX_FIXUP_YV12
:
7796 case COMPLEX_FIXUP_NV12
:
7797 shader
= gen_yuv_shader(priv
, gl_info
, &type
);
7803 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup
);
7807 desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*desc
));
7812 desc
->shader
= shader
;
7813 if (wine_rb_put(&priv
->shaders
, &desc
->type
, &desc
->entry
) == -1)
7816 ERR("Out of memory\n");
7817 GL_EXTCALL(glDeleteProgramsARB(1, &shader
));
7818 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7819 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, 0));
7820 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7821 HeapFree(GetProcessHeap(), 0, desc
);
7822 return E_OUTOFMEMORY
;
7826 if (fixup
== COMPLEX_FIXUP_P8
)
7827 upload_palette(texture
, context
);
7829 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_PROGRAM_ARB
);
7830 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7831 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB
, shader
));
7832 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7833 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
, ARBFP_BLIT_PARAM_SIZE
, &size
.x
));
7834 checkGLcall("glProgramLocalParameter4fvARB");
7835 if (type
.use_color_key
)
7837 wined3d_format_get_float_color_key(texture
->resource
.format
, color_key
, float_color_key
);
7838 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
7839 ARBFP_BLIT_PARAM_COLOR_KEY_LOW
, &float_color_key
[0].r
));
7840 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB
,
7841 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH
, &float_color_key
[1].r
));
7842 checkGLcall("glProgramLocalParameter4fvARB");
7848 /* Context activation is done by the caller. */
7849 static void arbfp_blit_unset(const struct wined3d_gl_info
*gl_info
)
7851 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_PROGRAM_ARB
);
7852 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7855 static BOOL
arbfp_blit_supported(const struct wined3d_gl_info
*gl_info
,
7856 const struct wined3d_d3d_info
*d3d_info
, enum wined3d_blit_op blit_op
,
7857 const RECT
*src_rect
, DWORD src_usage
, enum wined3d_pool src_pool
, const struct wined3d_format
*src_format
,
7858 const RECT
*dst_rect
, DWORD dst_usage
, enum wined3d_pool dst_pool
, const struct wined3d_format
*dst_format
)
7860 enum complex_fixup src_fixup
;
7862 if (!gl_info
->supported
[ARB_FRAGMENT_PROGRAM
])
7867 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY
:
7868 if (!d3d_info
->shader_color_key
)
7870 /* The conversion modifies the alpha channel so the color key might no longer match. */
7871 TRACE("Color keying not supported with converted textures.\n");
7874 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
:
7875 case WINED3D_BLIT_OP_COLOR_BLIT
:
7879 TRACE("Unsupported blit_op=%d\n", blit_op
);
7883 if (src_pool
== WINED3D_POOL_SYSTEM_MEM
|| dst_pool
== WINED3D_POOL_SYSTEM_MEM
)
7886 src_fixup
= get_complex_fixup(src_format
->color_fixup
);
7887 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
7889 TRACE("Checking support for fixup:\n");
7890 dump_color_fixup_desc(src_format
->color_fixup
);
7893 if (!is_identity_fixup(dst_format
->color_fixup
))
7895 TRACE("Destination fixups are not supported\n");
7899 if (is_identity_fixup(src_format
->color_fixup
))
7905 /* We only support YUV conversions. */
7906 if (!is_complex_fixup(src_format
->color_fixup
))
7908 TRACE("[FAILED]\n");
7914 case COMPLEX_FIXUP_YUY2
:
7915 case COMPLEX_FIXUP_UYVY
:
7916 case COMPLEX_FIXUP_YV12
:
7917 case COMPLEX_FIXUP_NV12
:
7918 case COMPLEX_FIXUP_P8
:
7923 FIXME("Unsupported YUV fixup %#x\n", src_fixup
);
7924 TRACE("[FAILED]\n");
7929 static void arbfp_blit_surface(struct wined3d_device
*device
, enum wined3d_blit_op op
, DWORD filter
,
7930 struct wined3d_surface
*src_surface
, const RECT
*src_rect_in
,
7931 struct wined3d_surface
*dst_surface
, const RECT
*dst_rect_in
,
7932 const struct wined3d_color_key
*color_key
)
7934 unsigned int dst_sub_resource_idx
= surface_get_sub_resource_idx(dst_surface
);
7935 struct wined3d_texture
*src_texture
= src_surface
->container
;
7936 struct wined3d_texture
*dst_texture
= dst_surface
->container
;
7937 struct wined3d_context
*context
;
7938 RECT src_rect
= *src_rect_in
;
7939 RECT dst_rect
= *dst_rect_in
;
7940 struct wined3d_color_key alpha_test_key
;
7942 /* Activate the destination context, set it up for blitting */
7943 context
= context_acquire(device
, dst_surface
);
7945 /* Now load the surface */
7946 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
7947 && (surface_get_sub_resource(src_surface
)->locations
7948 & (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_DRAWABLE
))
7949 == WINED3D_LOCATION_DRAWABLE
7950 && !wined3d_resource_is_offscreen(&src_texture
->resource
))
7952 /* Without FBO blits transferring from the drawable to the texture is
7953 * expensive, because we have to flip the data in sysmem. Since we can
7954 * flip in the blitter, we don't actually need that flip anyway. So we
7955 * use the surface's texture as scratch texture, and flip the source
7956 * rectangle instead. */
7957 surface_load_fb_texture(src_surface
, FALSE
, context
);
7959 src_rect
.top
= wined3d_texture_get_level_height(src_texture
, src_surface
->texture_level
) - src_rect
.top
;
7960 src_rect
.bottom
= wined3d_texture_get_level_height(src_texture
, src_surface
->texture_level
) - src_rect
.bottom
;
7963 wined3d_texture_load(src_texture
, context
, FALSE
);
7965 context_apply_blit_state(context
, device
);
7967 if (!wined3d_resource_is_offscreen(&dst_texture
->resource
))
7968 surface_translate_drawable_coords(dst_surface
, context
->win_handle
, &dst_rect
);
7970 if (op
== WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
)
7972 const struct wined3d_format
*fmt
= src_texture
->resource
.format
;
7973 alpha_test_key
.color_space_low_value
= 0;
7974 alpha_test_key
.color_space_high_value
= ~(((1u << fmt
->alpha_size
) - 1) << fmt
->alpha_offset
);
7975 color_key
= &alpha_test_key
;
7978 arbfp_blit_set(device
->blit_priv
, context
, src_surface
, color_key
);
7980 /* Draw a textured quad */
7981 draw_textured_quad(src_surface
, context
, &src_rect
, &dst_rect
, filter
);
7983 /* Leave the opengl state valid for blitting */
7984 arbfp_blit_unset(context
->gl_info
);
7986 if (wined3d_settings
.strict_draw_ordering
7987 || (dst_texture
->swapchain
&& (dst_texture
->swapchain
->front_buffer
== dst_texture
)))
7988 context
->gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
7990 context_release(context
);
7992 wined3d_texture_validate_location(dst_texture
, dst_sub_resource_idx
, dst_texture
->resource
.draw_binding
);
7993 wined3d_texture_invalidate_location(dst_texture
, dst_sub_resource_idx
, ~dst_texture
->resource
.draw_binding
);
7996 static HRESULT
arbfp_blit_color_fill(struct wined3d_device
*device
, struct wined3d_rendertarget_view
*view
,
7997 const RECT
*rect
, const struct wined3d_color
*color
)
7999 FIXME("Color filling not implemented by arbfp_blit\n");
8000 return WINED3DERR_INVALIDCALL
;
8003 static HRESULT
arbfp_blit_depth_fill(struct wined3d_device
*device
, struct wined3d_rendertarget_view
*view
,
8004 const RECT
*rect
, DWORD clear_flags
, float depth
, DWORD stencil
)
8006 FIXME("Depth/stencil filling not implemented by arbfp_blit.\n");
8007 return WINED3DERR_INVALIDCALL
;
8010 const struct blit_shader arbfp_blit
= {
8015 arbfp_blit_supported
,
8016 arbfp_blit_color_fill
,
8017 arbfp_blit_depth_fill
,