xolehlp: Fix calling convention.
[wine.git] / dlls / wined3d / arb_program_shader.c
blob7cd73a2193498b3c7d2e940fa9e76084b436270c
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
33 #include <math.h>
34 #include <stdio.h>
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
44 return type == WINED3D_SHADER_TYPE_PIXEL;
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
49 return type == WINED3D_SHADER_TYPE_VERTEX;
52 /* Extract a line. Note that this modifies the source string. */
53 static char *get_line(char **ptr)
55 char *p, *q;
57 p = *ptr;
58 if (!(q = strstr(p, "\n")))
60 if (!*p) return NULL;
61 *ptr += strlen(p);
62 return p;
64 *q = '\0';
65 *ptr = q + 1;
67 return p;
70 static void shader_arb_dump_program_source(const char *source)
72 ULONG source_size;
73 char *ptr, *line, *tmp;
75 source_size = strlen(source) + 1;
76 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
77 if (!tmp)
79 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
80 return;
82 memcpy(tmp, source, source_size);
84 ptr = tmp;
85 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
86 FIXME("\n");
88 HeapFree(GetProcessHeap(), 0, tmp);
91 enum arb_helper_value
93 ARB_ZERO,
94 ARB_ONE,
95 ARB_TWO,
96 ARB_0001,
97 ARB_EPS,
99 ARB_VS_REL_OFFSET
102 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
104 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
106 ERR("Geometry shaders are unsupported\n");
107 return "bad";
110 if (shader == WINED3D_SHADER_TYPE_PIXEL)
112 switch (value)
114 case ARB_ZERO: return "ps_helper_const.x";
115 case ARB_ONE: return "ps_helper_const.y";
116 case ARB_TWO: return "coefmul.x";
117 case ARB_0001: return "ps_helper_const.xxxy";
118 case ARB_EPS: return "ps_helper_const.z";
119 default: break;
122 else
124 switch (value)
126 case ARB_ZERO: return "helper_const.x";
127 case ARB_ONE: return "helper_const.y";
128 case ARB_TWO: return "helper_const.z";
129 case ARB_EPS: return "helper_const.w";
130 case ARB_0001: return "helper_const.xxxy";
131 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
134 FIXME("Unmanaged %s shader helper constant requested: %u\n",
135 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
136 switch (value)
138 case ARB_ZERO: return "0.0";
139 case ARB_ONE: return "1.0";
140 case ARB_TWO: return "2.0";
141 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
142 case ARB_EPS: return "1e-8";
143 default: return "bad";
147 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
149 return state->lowest_disabled_stage < 7;
152 /* ARB_program_shader private data */
154 struct control_frame
156 struct list entry;
157 enum
160 IFC,
161 LOOP,
163 } type;
164 BOOL muting;
165 BOOL outer_loop;
166 union
168 unsigned int loop;
169 unsigned int ifc;
170 } no;
171 struct wined3d_shader_loop_control loop_control;
172 BOOL had_else;
175 struct arb_ps_np2fixup_info
177 struct ps_np2fixup_info super;
178 /* For ARB we need a offset value:
179 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
180 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
181 * array we need an offset to the index inside the program local parameter array. */
182 UINT offset;
185 struct arb_ps_compile_args
187 struct ps_compile_args super;
188 WORD bools;
189 WORD clip; /* only a boolean, use a WORD for alignment */
190 unsigned char loop_ctrl[MAX_CONST_I][3];
193 struct stb_const_desc
195 unsigned char texunit;
196 UINT const_num;
199 struct arb_ps_compiled_shader
201 struct arb_ps_compile_args args;
202 struct arb_ps_np2fixup_info np2fixup_info;
203 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
204 struct stb_const_desc luminanceconst[MAX_TEXTURES];
205 UINT int_consts[MAX_CONST_I];
206 GLuint prgId;
207 UINT ycorrection;
208 unsigned char numbumpenvmatconsts;
209 char num_int_consts;
212 struct arb_vs_compile_args
214 struct vs_compile_args super;
215 union
217 struct
219 WORD bools;
220 unsigned char clip_texcoord;
221 unsigned char clipplane_mask;
222 } boolclip;
223 DWORD boolclip_compare;
224 } clip;
225 DWORD ps_signature;
226 union
228 unsigned char samplers[4];
229 DWORD samplers_compare;
230 } vertex;
231 unsigned char loop_ctrl[MAX_CONST_I][3];
234 struct arb_vs_compiled_shader
236 struct arb_vs_compile_args args;
237 GLuint prgId;
238 UINT int_consts[MAX_CONST_I];
239 char num_int_consts;
240 char need_color_unclamp;
241 UINT pos_fixup;
244 struct recorded_instruction
246 struct wined3d_shader_instruction ins;
247 struct list entry;
250 struct shader_arb_ctx_priv
252 char addr_reg[20];
253 enum
255 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
256 ARB,
257 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
258 NV2,
259 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
261 } target_version;
263 const struct arb_vs_compile_args *cur_vs_args;
264 const struct arb_ps_compile_args *cur_ps_args;
265 const struct arb_ps_compiled_shader *compiled_fprog;
266 const struct arb_vs_compiled_shader *compiled_vprog;
267 struct arb_ps_np2fixup_info *cur_np2fixup_info;
268 struct list control_frames;
269 struct list record;
270 BOOL recording;
271 BOOL muted;
272 unsigned int num_loops, loop_depth, num_ifcs;
273 int aL;
275 unsigned int vs_clipplanes;
276 BOOL footer_written;
277 BOOL in_main_func;
279 /* For 3.0 vertex shaders */
280 const char *vs_output[MAX_REG_OUTPUT];
281 /* For 2.x and earlier vertex shaders */
282 const char *texcrd_output[8], *color_output[2], *fog_output;
284 /* 3.0 pshader input for compatibility with fixed function */
285 const char *ps_input[MAX_REG_INPUT];
288 struct ps_signature
290 struct wined3d_shader_signature_element *sig;
291 DWORD idx;
292 struct wine_rb_entry entry;
295 struct arb_pshader_private {
296 struct arb_ps_compiled_shader *gl_shaders;
297 UINT num_gl_shaders, shader_array_size;
298 DWORD input_signature_idx;
299 DWORD clipplane_emulation;
300 BOOL clamp_consts;
303 struct arb_vshader_private {
304 struct arb_vs_compiled_shader *gl_shaders;
305 UINT num_gl_shaders, shader_array_size;
306 UINT rel_offset;
309 struct shader_arb_priv
311 GLuint current_vprogram_id;
312 GLuint current_fprogram_id;
313 const struct arb_ps_compiled_shader *compiled_fprog;
314 const struct arb_vs_compiled_shader *compiled_vprog;
315 GLuint depth_blt_vprogram_id;
316 GLuint depth_blt_fprogram_id_full[tex_type_count];
317 GLuint depth_blt_fprogram_id_masked[tex_type_count];
318 BOOL use_arbfp_fixed_func;
319 struct wine_rb_tree fragment_shaders;
320 BOOL last_ps_const_clamped;
321 BOOL last_vs_color_unclamp;
323 struct wine_rb_tree signature_tree;
324 DWORD ps_sig_number;
326 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
327 char *vshader_const_dirty, *pshader_const_dirty;
328 const struct wined3d_context *last_context;
330 const struct wined3d_vertex_pipe_ops *vertex_pipe;
331 const struct fragment_pipeline *fragment_pipe;
332 BOOL ffp_proj_control;
335 /* Context activation for state handlers is done by the caller. */
337 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
338 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
340 if (shader_data->rel_offset) return TRUE;
341 if (!reg_maps->usesmova) return FALSE;
342 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
345 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
346 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
348 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
349 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
352 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
353 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
355 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
356 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
357 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
358 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
359 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
360 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
361 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
362 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
363 return FALSE;
366 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
367 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
369 unsigned int ret = 1;
370 /* We use one PARAM for the pos fixup, and in some cases one to load
371 * some immediate values into the shader. */
372 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
373 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
374 return ret;
377 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
378 * When constant_list == NULL, it will load all the constants.
380 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
381 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
383 /* Context activation is done by the caller. */
384 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
385 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
386 const float *constants, char *dirty_consts)
388 struct wined3d_shader_lconst *lconst;
389 DWORD i, j;
390 unsigned int ret;
392 if (TRACE_ON(d3d_constants))
394 for(i = 0; i < max_constants; i++) {
395 if(!dirty_consts[i]) continue;
396 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
397 constants[i * 4 + 0], constants[i * 4 + 1],
398 constants[i * 4 + 2], constants[i * 4 + 3]);
402 i = 0;
404 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
405 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
407 float lcl_const[4];
408 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
409 * shaders, the first 8 constants are marked dirty for reload
411 for(; i < min(8, max_constants); i++) {
412 if(!dirty_consts[i]) continue;
413 dirty_consts[i] = 0;
415 j = 4 * i;
416 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
417 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
418 else lcl_const[0] = constants[j + 0];
420 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
421 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
422 else lcl_const[1] = constants[j + 1];
424 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
425 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
426 else lcl_const[2] = constants[j + 2];
428 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
429 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
430 else lcl_const[3] = constants[j + 3];
432 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
435 /* If further constants are dirty, reload them without clamping.
437 * The alternative is not to touch them, but then we cannot reset the dirty constant count
438 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
439 * above would always re-check the first 8 constants since max_constant remains at the init
440 * value
444 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
446 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
447 * or just reloading *all* constants at once
449 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
451 for(; i < max_constants; i++) {
452 if(!dirty_consts[i]) continue;
454 /* Find the next block of dirty constants */
455 dirty_consts[i] = 0;
456 j = i;
457 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
458 dirty_consts[i] = 0;
461 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
463 } else {
464 for(; i < max_constants; i++) {
465 if(dirty_consts[i]) {
466 dirty_consts[i] = 0;
467 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
471 checkGLcall("glProgramEnvParameter4fvARB()");
473 /* Load immediate constants */
474 if (shader->load_local_constsF)
476 if (TRACE_ON(d3d_shader))
478 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
480 GLfloat* values = (GLfloat*)lconst->value;
481 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
482 values[0], values[1], values[2], values[3]);
485 /* Immediate constants are clamped for 1.X shaders at loading times */
486 ret = 0;
487 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
489 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
490 ret = max(ret, lconst->idx + 1);
491 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
493 checkGLcall("glProgramEnvParameter4fvARB()");
494 return ret; /* The loaded immediate constants need reloading for the next shader */
495 } else {
496 return 0; /* No constants are dirty now */
501 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
503 static void shader_arb_load_np2fixup_constants(void *shader_priv,
504 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
506 const struct shader_arb_priv * priv = shader_priv;
508 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
509 if (!use_ps(state)) return;
511 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
512 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
513 UINT i;
514 WORD active = fixup->super.active;
515 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
517 for (i = 0; active; active >>= 1, ++i)
519 const struct wined3d_texture *tex = state->textures[i];
520 const unsigned char idx = fixup->super.idx[i];
521 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
523 if (!(active & 1)) continue;
525 if (!tex) {
526 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
527 continue;
530 if (idx % 2)
532 tex_dim[2] = tex->pow2_matrix[0];
533 tex_dim[3] = tex->pow2_matrix[5];
535 else
537 tex_dim[0] = tex->pow2_matrix[0];
538 tex_dim[1] = tex->pow2_matrix[5];
542 for (i = 0; i < fixup->super.num_consts; ++i) {
543 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
544 fixup->offset + i, &np2fixup_constants[i * 4]));
549 /* Context activation is done by the caller. */
550 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
551 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
553 const struct wined3d_gl_info *gl_info = context->gl_info;
554 unsigned char i;
556 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
558 int texunit = gl_shader->bumpenvmatconst[i].texunit;
560 /* The state manager takes care that this function is always called if the bump env matrix changes */
561 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
562 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
563 gl_shader->bumpenvmatconst[i].const_num, data));
565 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
567 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
568 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
569 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
570 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
572 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
573 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
574 gl_shader->luminanceconst[i].const_num, scale));
577 checkGLcall("Load bumpmap consts");
579 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
581 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
582 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
583 * ycorrection.z: 1.0
584 * ycorrection.w: 0.0
586 float val[4];
587 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
588 val[1] = context->render_offscreen ? 1.0f : -1.0f;
589 val[2] = 1.0f;
590 val[3] = 0.0f;
591 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
592 checkGLcall("y correction loading");
595 if (!gl_shader->num_int_consts) return;
597 for(i = 0; i < MAX_CONST_I; i++)
599 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
601 float val[4];
602 val[0] = (float)state->ps_consts_i[4 * i];
603 val[1] = (float)state->ps_consts_i[4 * i + 1];
604 val[2] = (float)state->ps_consts_i[4 * i + 2];
605 val[3] = -1.0f;
607 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
610 checkGLcall("Load ps int consts");
613 /* Context activation is done by the caller. */
614 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
615 const struct wined3d_context *context, const struct wined3d_state *state)
617 const struct wined3d_gl_info *gl_info = context->gl_info;
618 float position_fixup[4];
619 unsigned char i;
621 /* Upload the position fixup */
622 shader_get_position_fixup(context, state, position_fixup);
623 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
625 if (!gl_shader->num_int_consts) return;
627 for(i = 0; i < MAX_CONST_I; i++)
629 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
631 float val[4];
632 val[0] = (float)state->vs_consts_i[4 * i];
633 val[1] = (float)state->vs_consts_i[4 * i + 1];
634 val[2] = (float)state->vs_consts_i[4 * i + 2];
635 val[3] = -1.0f;
637 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
640 checkGLcall("Load vs int consts");
643 static void shader_arb_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
644 enum wined3d_shader_mode fragment_mode);
647 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
649 * We only support float constants in ARB at the moment, so don't
650 * worry about the Integers or Booleans
652 /* Context activation is done by the caller (state handler). */
653 static void shader_arb_load_constants_internal(const struct wined3d_context *context,
654 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
656 struct wined3d_device *device = context->swapchain->device;
657 const struct wined3d_stateblock *stateblock = device->stateBlock;
658 const struct wined3d_state *state = &stateblock->state;
659 const struct wined3d_gl_info *gl_info = context->gl_info;
660 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
661 struct shader_arb_priv *priv = device->shader_priv;
663 if (!from_shader_select)
665 const struct wined3d_shader *vshader = state->vertex_shader, *pshader = state->pixel_shader;
666 if (vshader
667 && (stateblock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants
668 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
669 && (stateblock->changed.vertexShaderConstantsI
670 & vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
672 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
673 shader_arb_select(context,
674 useVertexShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
675 usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
677 else if (pshader
678 && (stateblock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants
679 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
680 && (stateblock->changed.pixelShaderConstantsI
681 & pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
683 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
684 shader_arb_select(context,
685 useVertexShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
686 usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
690 if (context != priv->last_context)
692 memset(priv->vshader_const_dirty, 1,
693 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
694 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
696 memset(priv->pshader_const_dirty, 1,
697 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
698 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
700 priv->last_context = context;
703 if (useVertexShader)
705 struct wined3d_shader *vshader = state->vertex_shader;
706 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
708 /* Load DirectX 9 float constants for vertex shader */
709 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
710 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
711 shader_arb_vs_local_constants(gl_shader, context, state);
714 if (usePixelShader)
716 struct wined3d_shader *pshader = state->pixel_shader;
717 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
718 UINT rt_height = state->fb->render_targets[0]->resource.height;
720 /* Load DirectX 9 float constants for pixel shader */
721 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
722 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
723 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
727 static void shader_arb_load_constants(const struct wined3d_context *context, BOOL ps, BOOL vs)
729 shader_arb_load_constants_internal(context, ps, vs, FALSE);
732 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
734 struct wined3d_context *context = context_get_current();
735 struct shader_arb_priv *priv = device->shader_priv;
737 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
738 * context. On a context switch the old context will be fully dirtified */
739 if (!context || context->swapchain->device != device) return;
741 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
742 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
745 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
747 struct wined3d_context *context = context_get_current();
748 struct shader_arb_priv *priv = device->shader_priv;
750 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
751 * context. On a context switch the old context will be fully dirtified */
752 if (!context || context->swapchain->device != device) return;
754 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
755 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
758 /* Generate the variable & register declarations for the ARB_vertex_program output target */
759 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
760 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
761 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
762 const struct shader_arb_ctx_priv *ctx)
764 DWORD i;
765 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
766 const struct wined3d_shader_lconst *lconst;
767 unsigned max_constantsF;
768 DWORD map;
770 /* In pixel shaders, all private constants are program local, we don't need anything
771 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
772 * If we need a private constant the GL implementation will squeeze it in somewhere
774 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
775 * immediate values. The posFixup is loaded using program.env for now, so always
776 * subtract one from the number of constants. If the shader uses indirect addressing,
777 * account for the helper const too because we have to declare all available d3d constants
778 * and don't know which are actually used.
780 if (pshader)
782 max_constantsF = gl_info->limits.arb_ps_native_constants;
783 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
784 if (max_constantsF < 24)
785 max_constantsF = gl_info->limits.arb_ps_float_constants;
787 else
789 const struct arb_vshader_private *shader_data = shader->backend_data;
790 max_constantsF = gl_info->limits.arb_vs_native_constants;
791 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
792 * Also prevents max_constantsF from becoming less than 0 and
793 * wrapping . */
794 if (max_constantsF < 96)
795 max_constantsF = gl_info->limits.arb_vs_float_constants;
797 if (reg_maps->usesrelconstF)
799 DWORD highest_constf = 0, clip_limit;
801 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
802 max_constantsF -= count_bits(reg_maps->integer_constants);
803 max_constantsF -= gl_info->reserved_arb_constants;
805 for (i = 0; i < shader->limits.constant_float; ++i)
807 DWORD idx = i >> 5;
808 DWORD shift = i & 0x1f;
809 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
812 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
814 if(ctx->cur_vs_args->super.clip_enabled)
815 clip_limit = gl_info->limits.clipplanes;
816 else
817 clip_limit = 0;
819 else
821 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
822 clip_limit = min(count_bits(mask), 4);
824 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
825 max_constantsF -= *num_clipplanes;
826 if(*num_clipplanes < clip_limit)
828 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
831 else
833 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
834 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
838 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
840 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
843 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
845 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
848 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
850 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
852 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
856 if (!shader->load_local_constsF)
858 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
860 const float *value;
861 value = (const float *)lconst->value;
862 shader_addline(buffer, "PARAM C%u = {%.8e, %.8e, %.8e, %.8e};\n", lconst->idx,
863 value[0], value[1], value[2], value[3]);
867 /* After subtracting privately used constants from the hardware limit(they are loaded as
868 * local constants), make sure the shader doesn't violate the env constant limit
870 if(pshader)
872 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
874 else
876 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
879 /* Avoid declaring more constants than needed */
880 max_constantsF = min(max_constantsF, shader->limits.constant_float);
882 /* we use the array-based constants array if the local constants are marked for loading,
883 * because then we use indirect addressing, or when the local constant list is empty,
884 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
885 * local constants do not declare the loaded constants as an array because ARB compilers usually
886 * do not optimize unused constants away
888 if (reg_maps->usesrelconstF)
890 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
891 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
892 max_constantsF, max_constantsF - 1);
893 } else {
894 for(i = 0; i < max_constantsF; i++) {
895 DWORD idx, mask;
896 idx = i >> 5;
897 mask = 1 << (i & 0x1f);
898 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
900 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
906 static const char * const shift_tab[] = {
907 "dummy", /* 0 (none) */
908 "coefmul.x", /* 1 (x2) */
909 "coefmul.y", /* 2 (x4) */
910 "coefmul.z", /* 3 (x8) */
911 "coefmul.w", /* 4 (x16) */
912 "dummy", /* 5 (x32) */
913 "dummy", /* 6 (x64) */
914 "dummy", /* 7 (x128) */
915 "dummy", /* 8 (d256) */
916 "dummy", /* 9 (d128) */
917 "dummy", /* 10 (d64) */
918 "dummy", /* 11 (d32) */
919 "coefdiv.w", /* 12 (d16) */
920 "coefdiv.z", /* 13 (d8) */
921 "coefdiv.y", /* 14 (d4) */
922 "coefdiv.x" /* 15 (d2) */
925 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
926 const struct wined3d_shader_dst_param *dst, char *write_mask)
928 char *ptr = write_mask;
930 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
932 *ptr++ = '.';
933 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
934 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
935 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
936 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
939 *ptr = '\0';
942 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
944 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
945 * but addressed as "rgba". To fix this we need to swap the register's x
946 * and z components. */
947 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
948 char *ptr = swizzle_str;
950 /* swizzle bits fields: wwzzyyxx */
951 DWORD swizzle = param->swizzle;
952 DWORD swizzle_x = swizzle & 0x03;
953 DWORD swizzle_y = (swizzle >> 2) & 0x03;
954 DWORD swizzle_z = (swizzle >> 4) & 0x03;
955 DWORD swizzle_w = (swizzle >> 6) & 0x03;
957 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
958 * generate a swizzle string. Unless we need to our own swizzling. */
959 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
961 *ptr++ = '.';
962 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
963 *ptr++ = swizzle_chars[swizzle_x];
964 } else {
965 *ptr++ = swizzle_chars[swizzle_x];
966 *ptr++ = swizzle_chars[swizzle_y];
967 *ptr++ = swizzle_chars[swizzle_z];
968 *ptr++ = swizzle_chars[swizzle_w];
972 *ptr = '\0';
975 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
977 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
978 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
980 if (!strcmp(priv->addr_reg, src)) return;
982 strcpy(priv->addr_reg, src);
983 shader_addline(buffer, "ARL A0.x, %s;\n", src);
986 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
987 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
989 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
990 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
992 /* oPos, oFog and oPts in D3D */
993 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
994 const struct wined3d_shader *shader = ins->ctx->shader;
995 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
996 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
997 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
999 *is_color = FALSE;
1001 switch (reg->type)
1003 case WINED3DSPR_TEMP:
1004 sprintf(register_name, "R%u", reg->idx[0].offset);
1005 break;
1007 case WINED3DSPR_INPUT:
1008 if (pshader)
1010 if (reg_maps->shader_version.major < 3)
1012 if (!reg->idx[0].offset)
1013 strcpy(register_name, "fragment.color.primary");
1014 else
1015 strcpy(register_name, "fragment.color.secondary");
1017 else
1019 if (reg->idx[0].rel_addr)
1021 char rel_reg[50];
1022 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1024 if (!strcmp(rel_reg, "**aL_emul**"))
1026 DWORD idx = ctx->aL + reg->idx[0].offset;
1027 if(idx < MAX_REG_INPUT)
1029 strcpy(register_name, ctx->ps_input[idx]);
1031 else
1033 ERR("Pixel shader input register out of bounds: %u\n", idx);
1034 sprintf(register_name, "out_of_bounds_%u", idx);
1037 else if (reg_maps->input_registers & 0x0300)
1039 /* There are two ways basically:
1041 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1042 * That means trouble if the loop also contains a breakc or if the control values
1043 * aren't local constants.
1044 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1045 * source dynamically. The trouble is that we cannot simply read aL.y because it
1046 * is an ADDRESS register. We could however push it, load .zw with a value and use
1047 * ADAC to load the condition code register and pop it again afterwards
1049 FIXME("Relative input register addressing with more than 8 registers\n");
1051 /* This is better than nothing for now */
1052 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1054 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1056 /* This is problematic because we'd have to consult the ctx->ps_input strings
1057 * for where to find the varying. Some may be "0.0", others can be texcoords or
1058 * colors. This needs either a pipeline replacement to make the vertex shader feed
1059 * proper varyings, or loop unrolling
1061 * For now use the texcoords and hope for the best
1063 FIXME("Non-vertex shader varying input with indirect addressing\n");
1064 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1066 else
1068 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1069 * pulls GL_NV_fragment_program2 in
1071 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1074 else
1076 if (reg->idx[0].offset < MAX_REG_INPUT)
1078 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1080 else
1082 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1083 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1088 else
1090 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
1091 *is_color = TRUE;
1092 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1094 break;
1096 case WINED3DSPR_CONST:
1097 if (!pshader && reg->idx[0].rel_addr)
1099 const struct arb_vshader_private *shader_data = shader->backend_data;
1100 UINT rel_offset = shader_data->rel_offset;
1101 BOOL aL = FALSE;
1102 char rel_reg[50];
1103 if (reg_maps->shader_version.major < 2)
1105 sprintf(rel_reg, "A0.x");
1107 else
1109 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1110 if (ctx->target_version == ARB)
1112 if (!strcmp(rel_reg, "**aL_emul**"))
1114 aL = TRUE;
1115 } else {
1116 shader_arb_request_a0(ins, rel_reg);
1117 sprintf(rel_reg, "A0.x");
1121 if (aL)
1122 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1123 else if (reg->idx[0].offset >= rel_offset)
1124 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1125 else
1126 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1128 else
1130 if (reg_maps->usesrelconstF)
1131 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1132 else
1133 sprintf(register_name, "C%u", reg->idx[0].offset);
1135 break;
1137 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1138 if (pshader)
1140 if (reg_maps->shader_version.major == 1
1141 && reg_maps->shader_version.minor <= 3)
1142 /* In ps <= 1.3, Tx is a temporary register as destination
1143 * to all instructions, and as source to most instructions.
1144 * For some instructions it is the texcoord input. Those
1145 * instructions know about the special use. */
1146 sprintf(register_name, "T%u", reg->idx[0].offset);
1147 else
1148 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1149 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1151 else
1153 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1154 sprintf(register_name, "A%u", reg->idx[0].offset);
1155 else
1156 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1158 break;
1160 case WINED3DSPR_COLOROUT:
1161 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx[0].offset)
1163 strcpy(register_name, "TMP_COLOR");
1165 else
1167 if (ctx->cur_ps_args->super.srgb_correction)
1168 FIXME("sRGB correction on higher render targets.\n");
1169 if (reg_maps->rt_mask > 1)
1170 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1171 else
1172 strcpy(register_name, "result.color");
1174 break;
1176 case WINED3DSPR_RASTOUT:
1177 if (reg->idx[0].offset == 1)
1178 sprintf(register_name, "%s", ctx->fog_output);
1179 else
1180 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1181 break;
1183 case WINED3DSPR_DEPTHOUT:
1184 strcpy(register_name, "result.depth");
1185 break;
1187 case WINED3DSPR_ATTROUT:
1188 /* case WINED3DSPR_OUTPUT: */
1189 if (pshader)
1190 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1191 else
1192 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1193 break;
1195 case WINED3DSPR_TEXCRDOUT:
1196 if (pshader)
1197 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1198 else if (reg_maps->shader_version.major < 3)
1199 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1200 else
1201 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1202 break;
1204 case WINED3DSPR_LOOP:
1205 if(ctx->target_version >= NV2)
1207 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1208 if(pshader) sprintf(register_name, "A0.x");
1209 else sprintf(register_name, "aL.y");
1211 else
1213 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1214 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1215 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1216 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1217 * indexing
1219 sprintf(register_name, "**aL_emul**");
1222 break;
1224 case WINED3DSPR_CONSTINT:
1225 sprintf(register_name, "I%u", reg->idx[0].offset);
1226 break;
1228 case WINED3DSPR_MISCTYPE:
1229 if (!reg->idx[0].offset)
1230 sprintf(register_name, "vpos");
1231 else if (reg->idx[0].offset == 1)
1232 sprintf(register_name, "fragment.facing.x");
1233 else
1234 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1235 break;
1237 default:
1238 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1239 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1240 break;
1244 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1245 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1247 char register_name[255];
1248 char write_mask[6];
1249 BOOL is_color;
1251 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1252 strcpy(str, register_name);
1254 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1255 strcat(str, write_mask);
1258 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1260 switch(channel_source)
1262 case CHANNEL_SOURCE_ZERO: return "0";
1263 case CHANNEL_SOURCE_ONE: return "1";
1264 case CHANNEL_SOURCE_X: return "x";
1265 case CHANNEL_SOURCE_Y: return "y";
1266 case CHANNEL_SOURCE_Z: return "z";
1267 case CHANNEL_SOURCE_W: return "w";
1268 default:
1269 FIXME("Unhandled channel source %#x\n", channel_source);
1270 return "undefined";
1274 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1275 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1277 DWORD mask;
1279 if (is_complex_fixup(fixup))
1281 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1282 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1283 return;
1286 mask = 0;
1287 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1288 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1289 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1290 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1291 mask &= dst_mask;
1293 if (mask)
1295 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1296 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1297 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1300 mask = 0;
1301 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1302 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1303 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1304 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1305 mask &= dst_mask;
1307 if (mask)
1309 char reg_mask[6];
1310 char *ptr = reg_mask;
1312 if (mask != WINED3DSP_WRITEMASK_ALL)
1314 *ptr++ = '.';
1315 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1316 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1317 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1318 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1320 *ptr = '\0';
1322 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1326 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1328 DWORD mod;
1329 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1330 if (!ins->dst_count) return "";
1332 mod = ins->dst[0].modifiers;
1334 /* Silently ignore PARTIALPRECISION if its not supported */
1335 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1337 if(mod & WINED3DSPDM_MSAMPCENTROID)
1339 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1340 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1343 switch(mod)
1345 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1346 return "H_SAT";
1348 case WINED3DSPDM_SATURATE:
1349 return "_SAT";
1351 case WINED3DSPDM_PARTIALPRECISION:
1352 return "H";
1354 case 0:
1355 return "";
1357 default:
1358 FIXME("Unknown modifiers 0x%08x\n", mod);
1359 return "";
1363 #define TEX_PROJ 0x1
1364 #define TEX_BIAS 0x2
1365 #define TEX_LOD 0x4
1366 #define TEX_DERIV 0x10
1368 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1369 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1371 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1372 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1373 const char *tex_type;
1374 BOOL np2_fixup = FALSE;
1375 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1376 const char *mod;
1377 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1378 const struct wined3d_shader *shader;
1379 const struct wined3d_device *device;
1380 const struct wined3d_gl_info *gl_info;
1382 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1383 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1385 switch(sampler_type) {
1386 case WINED3DSTT_1D:
1387 tex_type = "1D";
1388 break;
1390 case WINED3DSTT_2D:
1391 shader = ins->ctx->shader;
1392 device = shader->device;
1393 gl_info = &device->adapter->gl_info;
1395 if (pshader && priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx)
1396 && gl_info->supported[ARB_TEXTURE_RECTANGLE])
1397 tex_type = "RECT";
1398 else
1399 tex_type = "2D";
1400 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1402 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1404 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1405 else np2_fixup = TRUE;
1408 break;
1410 case WINED3DSTT_VOLUME:
1411 tex_type = "3D";
1412 break;
1414 case WINED3DSTT_CUBE:
1415 tex_type = "CUBE";
1416 break;
1418 default:
1419 ERR("Unexpected texture type %d\n", sampler_type);
1420 tex_type = "";
1423 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1424 * so don't use shader_arb_get_modifier
1426 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1427 else mod = "";
1429 /* Fragment samplers always have indentity mapping */
1430 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1432 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1435 if (flags & TEX_DERIV)
1437 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1438 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1439 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1440 dsx, dsy,sampler_idx, tex_type);
1442 else if(flags & TEX_LOD)
1444 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1445 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1446 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1447 sampler_idx, tex_type);
1449 else if (flags & TEX_BIAS)
1451 /* Shouldn't be possible, but let's check for it */
1452 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1453 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1454 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1456 else if (flags & TEX_PROJ)
1458 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1460 else
1462 if (np2_fixup)
1464 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1465 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1466 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1468 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1470 else
1471 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1474 if (pshader)
1476 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1477 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1478 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1479 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1483 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1484 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1486 /* Generate a line that does the input modifier computation and return the input register to use */
1487 BOOL is_color = FALSE;
1488 char regstr[256];
1489 char swzstr[20];
1490 int insert_line;
1491 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1492 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1493 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1494 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1496 /* Assume a new line will be added */
1497 insert_line = 1;
1499 /* Get register name */
1500 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1501 shader_arb_get_swizzle(src, is_color, swzstr);
1503 switch (src->modifiers)
1505 case WINED3DSPSM_NONE:
1506 sprintf(outregstr, "%s%s", regstr, swzstr);
1507 insert_line = 0;
1508 break;
1509 case WINED3DSPSM_NEG:
1510 sprintf(outregstr, "-%s%s", regstr, swzstr);
1511 insert_line = 0;
1512 break;
1513 case WINED3DSPSM_BIAS:
1514 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1515 break;
1516 case WINED3DSPSM_BIASNEG:
1517 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1518 break;
1519 case WINED3DSPSM_SIGN:
1520 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1521 break;
1522 case WINED3DSPSM_SIGNNEG:
1523 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1524 break;
1525 case WINED3DSPSM_COMP:
1526 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1527 break;
1528 case WINED3DSPSM_X2:
1529 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1530 break;
1531 case WINED3DSPSM_X2NEG:
1532 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1533 break;
1534 case WINED3DSPSM_DZ:
1535 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1536 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1537 break;
1538 case WINED3DSPSM_DW:
1539 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1540 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1541 break;
1542 case WINED3DSPSM_ABS:
1543 if(ctx->target_version >= NV2) {
1544 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1545 insert_line = 0;
1546 } else {
1547 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1549 break;
1550 case WINED3DSPSM_ABSNEG:
1551 if(ctx->target_version >= NV2) {
1552 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1553 } else {
1554 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1555 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1557 insert_line = 0;
1558 break;
1559 default:
1560 sprintf(outregstr, "%s%s", regstr, swzstr);
1561 insert_line = 0;
1564 /* Return modified or original register, with swizzle */
1565 if (insert_line)
1566 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1569 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1571 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1572 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1573 DWORD sampler_code = dst->reg.idx[0].offset;
1574 char dst_name[50];
1575 char src_name[2][50];
1577 shader_arb_get_dst_param(ins, dst, dst_name);
1579 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1581 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1582 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1583 * temps is done.
1585 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1586 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1587 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1588 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1589 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1591 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1592 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1595 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1597 *extra_char = ' ';
1598 switch(mod)
1600 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1601 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1602 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1603 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1604 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1605 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1606 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1607 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1608 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1609 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1610 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1611 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1612 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1614 FIXME("Unknown modifier %u\n", mod);
1615 return mod;
1618 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1620 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1621 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1622 char dst_name[50];
1623 char src_name[3][50];
1624 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1625 ins->ctx->reg_maps->shader_version.minor);
1627 shader_arb_get_dst_param(ins, dst, dst_name);
1628 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1630 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1631 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1633 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1635 else
1637 struct wined3d_shader_src_param src0_copy = ins->src[0];
1638 char extra_neg;
1640 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1641 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1643 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1644 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1645 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1646 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1647 dst_name, src_name[1], src_name[2]);
1651 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1653 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1654 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1655 char dst_name[50];
1656 char src_name[3][50];
1658 shader_arb_get_dst_param(ins, dst, dst_name);
1660 /* Generate input register names (with modifiers) */
1661 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1662 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1663 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1665 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1666 dst_name, src_name[0], src_name[2], src_name[1]);
1669 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1670 * dst = dot2(src0, src1) + src2 */
1671 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1673 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1674 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1675 char dst_name[50];
1676 char src_name[3][50];
1677 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1679 shader_arb_get_dst_param(ins, dst, dst_name);
1680 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1681 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1683 if(ctx->target_version >= NV3)
1685 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1686 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1687 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1688 dst_name, src_name[0], src_name[1], src_name[2]);
1690 else if(ctx->target_version >= NV2)
1692 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1693 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1694 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1695 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1697 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1699 * .xyxy and other swizzles that we could get with this are not valid in
1700 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1702 struct wined3d_shader_src_param tmp_param = ins->src[1];
1703 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1704 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1706 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1708 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1709 dst_name, src_name[2], src_name[0], src_name[1]);
1711 else
1713 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1714 /* 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]
1715 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1717 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1718 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1719 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1720 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1724 /* Map the opcode 1-to-1 to the GL code */
1725 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1727 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1728 const char *instruction;
1729 char arguments[256], dst_str[50];
1730 unsigned int i;
1731 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1733 switch (ins->handler_idx)
1735 case WINED3DSIH_ABS: instruction = "ABS"; break;
1736 case WINED3DSIH_ADD: instruction = "ADD"; break;
1737 case WINED3DSIH_CRS: instruction = "XPD"; break;
1738 case WINED3DSIH_DP3: instruction = "DP3"; break;
1739 case WINED3DSIH_DP4: instruction = "DP4"; break;
1740 case WINED3DSIH_DST: instruction = "DST"; break;
1741 case WINED3DSIH_FRC: instruction = "FRC"; break;
1742 case WINED3DSIH_LIT: instruction = "LIT"; break;
1743 case WINED3DSIH_LRP: instruction = "LRP"; break;
1744 case WINED3DSIH_MAD: instruction = "MAD"; break;
1745 case WINED3DSIH_MAX: instruction = "MAX"; break;
1746 case WINED3DSIH_MIN: instruction = "MIN"; break;
1747 case WINED3DSIH_MOV: instruction = "MOV"; break;
1748 case WINED3DSIH_MUL: instruction = "MUL"; break;
1749 case WINED3DSIH_SGE: instruction = "SGE"; break;
1750 case WINED3DSIH_SLT: instruction = "SLT"; break;
1751 case WINED3DSIH_SUB: instruction = "SUB"; break;
1752 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1753 case WINED3DSIH_DSX: instruction = "DDX"; break;
1754 default: instruction = "";
1755 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1756 break;
1759 /* Note that shader_arb_add_dst_param() adds spaces. */
1760 arguments[0] = '\0';
1761 shader_arb_get_dst_param(ins, dst, dst_str);
1762 for (i = 0; i < ins->src_count; ++i)
1764 char operand[100];
1765 strcat(arguments, ", ");
1766 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1767 strcat(arguments, operand);
1769 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1772 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1774 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1776 const struct wined3d_shader *shader = ins->ctx->shader;
1777 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1778 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1779 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1780 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1781 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1782 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1784 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1785 char src0_param[256];
1787 if (ins->handler_idx == WINED3DSIH_MOVA)
1789 const struct arb_vshader_private *shader_data = shader->backend_data;
1790 char write_mask[6];
1791 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1793 if(ctx->target_version >= NV2) {
1794 shader_hw_map2gl(ins);
1795 return;
1797 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1798 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1800 /* This implements the mova formula used in GLSL. The first two instructions
1801 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1802 * in this case:
1803 * mova A0.x, 0.0
1805 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1807 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1808 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1810 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1811 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1813 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1814 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1815 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1816 if (shader_data->rel_offset)
1818 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1820 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1822 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1824 else if (reg_maps->shader_version.major == 1
1825 && !shader_is_pshader_version(reg_maps->shader_version.type)
1826 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1828 const struct arb_vshader_private *shader_data = shader->backend_data;
1829 src0_param[0] = '\0';
1831 if (shader_data->rel_offset)
1833 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1834 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1835 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1836 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1838 else
1840 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1841 * with more than one component. Thus replicate the first source argument over all
1842 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1843 struct wined3d_shader_src_param tmp_src = ins->src[0];
1844 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1845 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1846 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1849 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1851 if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov)
1853 shader_addline(buffer, "#mov handled in srgb write code\n");
1854 return;
1856 shader_hw_map2gl(ins);
1858 else
1860 shader_hw_map2gl(ins);
1864 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1866 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1867 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1868 char reg_dest[40];
1870 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1871 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1873 shader_arb_get_dst_param(ins, dst, reg_dest);
1875 if (ins->ctx->reg_maps->shader_version.major >= 2)
1877 const char *kilsrc = "TA";
1878 BOOL is_color;
1880 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1881 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1883 kilsrc = reg_dest;
1885 else
1887 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1888 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1889 * masked out components to 0(won't kill)
1891 char x = '0', y = '0', z = '0', w = '0';
1892 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1893 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1894 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1895 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1896 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1898 shader_addline(buffer, "KIL %s;\n", kilsrc);
1900 else
1902 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1903 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1905 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1906 * or pass in any temporary register(in shader phase 2)
1908 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1909 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1910 else
1911 shader_arb_get_dst_param(ins, dst, reg_dest);
1912 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1913 shader_addline(buffer, "KIL TA;\n");
1917 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1919 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1920 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1921 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1922 ins->ctx->reg_maps->shader_version.minor);
1923 struct wined3d_shader_src_param src;
1925 char reg_dest[40];
1926 char reg_coord[40];
1927 DWORD reg_sampler_code;
1928 WORD myflags = 0;
1929 BOOL swizzle_coord = FALSE;
1931 /* All versions have a destination register */
1932 shader_arb_get_dst_param(ins, dst, reg_dest);
1934 /* 1.0-1.4: Use destination register number as texture code.
1935 2.0+: Use provided sampler number as texure code. */
1936 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1937 reg_sampler_code = dst->reg.idx[0].offset;
1938 else
1939 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1941 /* 1.0-1.3: Use the texcoord varying.
1942 1.4+: Use provided coordinate source register. */
1943 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1944 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1945 else {
1946 /* TEX is the only instruction that can handle DW and DZ natively */
1947 src = ins->src[0];
1948 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1949 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1950 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1953 /* projection flag:
1954 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1955 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1956 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1958 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1960 DWORD flags = 0;
1961 if (reg_sampler_code < MAX_TEXTURES)
1962 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1963 if (flags & WINED3D_PSARGS_PROJECTED)
1965 myflags |= TEX_PROJ;
1966 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1967 swizzle_coord = TRUE;
1970 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1972 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1973 if (src_mod == WINED3DSPSM_DZ)
1975 swizzle_coord = TRUE;
1976 myflags |= TEX_PROJ;
1977 } else if(src_mod == WINED3DSPSM_DW) {
1978 myflags |= TEX_PROJ;
1980 } else {
1981 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1982 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1985 if (swizzle_coord)
1987 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
1988 * reg_coord is a read-only varying register, so we need a temp reg */
1989 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1990 strcpy(reg_coord, "TA");
1993 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1996 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1998 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1999 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2000 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2001 ins->ctx->reg_maps->shader_version.minor);
2002 char dst_str[50];
2004 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2006 DWORD reg = dst->reg.idx[0].offset;
2008 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2009 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2010 } else {
2011 char reg_src[40];
2013 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2014 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2015 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2019 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2021 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2022 DWORD flags = 0;
2024 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2025 char dst_str[50];
2026 char src_str[50];
2028 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2029 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2030 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2031 /* Move .x first in case src_str is "TA" */
2032 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2033 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2034 if (reg1 < MAX_TEXTURES)
2036 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2037 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2039 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2042 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2044 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2046 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2047 char dst_str[50];
2048 char src_str[50];
2050 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2051 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2052 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2053 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2054 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2055 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2058 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2060 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2061 char dst_str[50];
2062 char src_str[50];
2064 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2065 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2066 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2067 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2070 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2072 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2073 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2074 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2075 char reg_coord[40], dst_reg[50], src_reg[50];
2076 DWORD reg_dest_code;
2078 /* All versions have a destination register. The Tx where the texture coordinates come
2079 * from is the varying incarnation of the texture register
2081 reg_dest_code = dst->reg.idx[0].offset;
2082 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2083 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2084 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2086 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2087 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2089 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2090 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2092 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2093 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2094 * extension.
2096 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2097 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2098 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2099 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2101 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2102 * so we can't let the GL handle this.
2104 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2105 & WINED3D_PSARGS_PROJECTED)
2107 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2108 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2109 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2110 } else {
2111 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2114 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2116 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2118 /* No src swizzles are allowed, so this is ok */
2119 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2120 src_reg, reg_dest_code, reg_dest_code);
2121 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2125 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2127 DWORD reg = ins->dst[0].reg.idx[0].offset;
2128 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2129 char src0_name[50], dst_name[50];
2130 BOOL is_color;
2131 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2133 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2134 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2135 * T<reg+1> register. Use this register to store the calculated vector
2137 tmp_reg.idx[0].offset = reg + 1;
2138 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2139 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2142 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2144 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2145 DWORD flags;
2146 DWORD reg = ins->dst[0].reg.idx[0].offset;
2147 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2148 char dst_str[50];
2149 char src0_name[50];
2150 char dst_reg[50];
2151 BOOL is_color;
2153 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2154 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2156 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2157 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2158 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2159 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2160 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2163 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2165 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2166 DWORD reg = ins->dst[0].reg.idx[0].offset;
2167 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2168 char src0_name[50], dst_name[50];
2169 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2170 BOOL is_color;
2172 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2173 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2174 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2176 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2177 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2179 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2180 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2181 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2182 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2185 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2187 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2188 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2189 DWORD flags;
2190 DWORD reg = ins->dst[0].reg.idx[0].offset;
2191 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2192 char dst_str[50];
2193 char src0_name[50], dst_name[50];
2194 BOOL is_color;
2196 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2197 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2198 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2200 /* Sample the texture using the calculated coordinates */
2201 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2202 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2203 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2204 tex_mx->current_row = 0;
2207 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2209 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2210 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2211 DWORD flags;
2212 DWORD reg = ins->dst[0].reg.idx[0].offset;
2213 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2214 char dst_str[50];
2215 char src0_name[50];
2216 char dst_reg[50];
2217 BOOL is_color;
2219 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2220 * components for temporary data storage
2222 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2223 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2224 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2226 /* Construct the eye-ray vector from w coordinates */
2227 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2228 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2229 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2231 /* Calculate reflection vector
2233 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2234 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2235 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2236 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2237 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2238 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2239 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2241 /* Sample the texture using the calculated coordinates */
2242 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2243 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2244 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2245 tex_mx->current_row = 0;
2248 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2250 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2251 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2252 DWORD flags;
2253 DWORD reg = ins->dst[0].reg.idx[0].offset;
2254 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2255 char dst_str[50];
2256 char src0_name[50];
2257 char src1_name[50];
2258 char dst_reg[50];
2259 BOOL is_color;
2261 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2262 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2263 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2264 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2265 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2267 /* Calculate reflection vector.
2269 * dot(N, E)
2270 * dst_reg.xyz = 2 * --------- * N - E
2271 * dot(N, N)
2273 * Which normalizes the normal vector
2275 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2276 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2277 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2278 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2279 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2280 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2282 /* Sample the texture using the calculated coordinates */
2283 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2284 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2285 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2286 tex_mx->current_row = 0;
2289 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2291 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2292 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2293 char dst_name[50];
2294 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2295 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2297 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2298 * which is essentially an input, is the destination register because it is the first
2299 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2300 * here(writemasks/swizzles are not valid on texdepth)
2302 shader_arb_get_dst_param(ins, dst, dst_name);
2304 /* According to the msdn, the source register(must be r5) is unusable after
2305 * the texdepth instruction, so we're free to modify it
2307 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2309 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2310 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2311 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2313 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2314 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2315 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2316 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2319 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2320 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2321 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2322 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2324 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2325 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2326 char src0[50];
2327 char dst_str[50];
2329 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2330 shader_addline(buffer, "MOV TB, 0.0;\n");
2331 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2333 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2334 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2337 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2338 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2339 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2341 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2342 char src0[50];
2343 char dst_str[50];
2344 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2346 /* Handle output register */
2347 shader_arb_get_dst_param(ins, dst, dst_str);
2348 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2349 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2352 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2353 * Perform the 3rd row of a 3x3 matrix multiply */
2354 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2356 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2357 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2358 char dst_str[50], dst_name[50];
2359 char src0[50];
2360 BOOL is_color;
2362 shader_arb_get_dst_param(ins, dst, dst_str);
2363 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2364 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2365 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2366 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2369 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2370 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2371 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2372 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2374 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2376 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2377 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2378 char src0[50], dst_name[50];
2379 BOOL is_color;
2380 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2381 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2383 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2384 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2385 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2387 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2388 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2389 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2391 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2392 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2393 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2394 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2397 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2398 Vertex/Pixel shaders to ARB_vertex_program codes */
2399 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2401 int i;
2402 int nComponents = 0;
2403 struct wined3d_shader_dst_param tmp_dst = {{0}};
2404 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2405 struct wined3d_shader_instruction tmp_ins;
2407 memset(&tmp_ins, 0, sizeof(tmp_ins));
2409 /* Set constants for the temporary argument */
2410 tmp_ins.ctx = ins->ctx;
2411 tmp_ins.dst_count = 1;
2412 tmp_ins.dst = &tmp_dst;
2413 tmp_ins.src_count = 2;
2414 tmp_ins.src = tmp_src;
2416 switch(ins->handler_idx)
2418 case WINED3DSIH_M4x4:
2419 nComponents = 4;
2420 tmp_ins.handler_idx = WINED3DSIH_DP4;
2421 break;
2422 case WINED3DSIH_M4x3:
2423 nComponents = 3;
2424 tmp_ins.handler_idx = WINED3DSIH_DP4;
2425 break;
2426 case WINED3DSIH_M3x4:
2427 nComponents = 4;
2428 tmp_ins.handler_idx = WINED3DSIH_DP3;
2429 break;
2430 case WINED3DSIH_M3x3:
2431 nComponents = 3;
2432 tmp_ins.handler_idx = WINED3DSIH_DP3;
2433 break;
2434 case WINED3DSIH_M3x2:
2435 nComponents = 2;
2436 tmp_ins.handler_idx = WINED3DSIH_DP3;
2437 break;
2438 default:
2439 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2440 break;
2443 tmp_dst = ins->dst[0];
2444 tmp_src[0] = ins->src[0];
2445 tmp_src[1] = ins->src[1];
2446 for (i = 0; i < nComponents; ++i)
2448 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2449 shader_hw_map2gl(&tmp_ins);
2450 ++tmp_src[1].reg.idx[0].offset;
2454 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2456 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2458 char dst[50];
2459 char src[50];
2461 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2462 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2463 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2465 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2466 * .w is used
2468 strcat(src, ".w");
2471 shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2474 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2476 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2477 const char *instruction;
2479 char dst[50];
2480 char src[50];
2482 switch(ins->handler_idx)
2484 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2485 case WINED3DSIH_RCP: instruction = "RCP"; break;
2486 case WINED3DSIH_EXP: instruction = "EX2"; break;
2487 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2488 default: instruction = "";
2489 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2490 break;
2493 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2494 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2495 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2497 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2498 * .w is used
2500 strcat(src, ".w");
2503 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2506 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2508 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2509 char dst_name[50];
2510 char src_name[50];
2511 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2512 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2513 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2515 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2516 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2518 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2519 * otherwise NRM or RSQ would return NaN */
2520 if(pshader && priv->target_version >= NV3)
2522 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2524 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2526 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2527 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2528 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2530 else if(priv->target_version >= NV2)
2532 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2533 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2534 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2535 src_name);
2537 else
2539 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2541 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2542 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2543 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2545 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2546 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2548 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2549 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2550 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2551 src_name);
2555 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2557 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2558 char dst_name[50];
2559 char src_name[3][50];
2561 /* ARB_fragment_program has a convenient LRP instruction */
2562 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2563 shader_hw_map2gl(ins);
2564 return;
2567 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2568 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2569 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2570 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2572 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2573 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2574 dst_name, src_name[0], src_name[2]);
2577 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2579 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2580 * must contain fixed constants. So we need a separate function to filter those constants and
2581 * can't use map2gl
2583 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2584 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2585 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2586 char dst_name[50];
2587 char src_name0[50], src_name1[50], src_name2[50];
2588 BOOL is_color;
2590 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2591 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2592 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2593 /* No modifiers are supported on SCS */
2594 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2596 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2598 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2599 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2601 } else if(priv->target_version >= NV2) {
2602 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2604 /* Sincos writemask must be .x, .y or .xy */
2605 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2606 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2607 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2608 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2609 } else {
2610 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2611 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2613 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2614 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2616 * The constants we get are:
2618 * +1 +1, -1 -1 +1 +1 -1 -1
2619 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2620 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2622 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2624 * (x/2)^2 = x^2 / 4
2625 * (x/2)^3 = x^3 / 8
2626 * (x/2)^4 = x^4 / 16
2627 * (x/2)^5 = x^5 / 32
2628 * etc
2630 * To get the final result:
2631 * sin(x) = 2 * sin(x/2) * cos(x/2)
2632 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2633 * (from sin(x+y) and cos(x+y) rules)
2635 * As per MSDN, dst.z is undefined after the operation, and so is
2636 * dst.x and dst.y if they're masked out by the writemask. Ie
2637 * sincos dst.y, src1, c0, c1
2638 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2639 * vsa.exe also stops with an error if the dest register is the same register as the source
2640 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2641 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2643 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2644 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2645 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2647 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2648 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2649 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2650 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2651 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2652 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2654 /* sin(x/2)
2656 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2657 * properly merge that with MULs in the code above?
2658 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2659 * we can merge the sine and cosine MAD rows to calculate them together.
2661 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2662 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2663 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2664 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2666 /* cos(x/2) */
2667 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2668 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2669 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2671 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2672 /* cos x */
2673 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2674 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2676 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2677 /* sin x */
2678 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2679 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2684 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2686 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2687 char dst_name[50];
2688 char src_name[50];
2689 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2691 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2692 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2694 /* SGN is only valid in vertex shaders */
2695 if(ctx->target_version >= NV2) {
2696 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2697 return;
2700 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2701 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2703 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2704 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2705 } else {
2706 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2707 * Then use TA, and calculate the final result
2709 * Not reading from TA? Store the first result in TA to avoid overwriting the
2710 * destination if src reg = dst reg
2712 if(strstr(src_name, "TA"))
2714 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2715 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2716 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2718 else
2720 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2721 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2722 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2727 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2729 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2730 char src[50];
2731 char dst[50];
2732 char dst_name[50];
2733 BOOL is_color;
2735 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2736 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2737 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2739 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2740 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2743 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2745 *need_abs = FALSE;
2747 switch(mod)
2749 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2750 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2751 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2752 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2753 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2754 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2755 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2756 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2757 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2758 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2759 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2760 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2761 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2763 FIXME("Unknown modifier %u\n", mod);
2764 return mod;
2767 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2769 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2770 char src0[50], dst[50];
2771 struct wined3d_shader_src_param src0_copy = ins->src[0];
2772 BOOL need_abs = FALSE;
2773 const char *instr;
2775 switch(ins->handler_idx)
2777 case WINED3DSIH_LOG: instr = "LG2"; break;
2778 case WINED3DSIH_LOGP: instr = "LOG"; break;
2779 default:
2780 ERR("Unexpected instruction %d\n", ins->handler_idx);
2781 return;
2784 /* LOG and LOGP operate on the absolute value of the input */
2785 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2787 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2788 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2790 if(need_abs)
2792 shader_addline(buffer, "ABS TA, %s;\n", src0);
2793 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2795 else
2797 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2801 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2803 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2804 char src0[50], src1[50], dst[50];
2805 struct wined3d_shader_src_param src0_copy = ins->src[0];
2806 BOOL need_abs = FALSE;
2807 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2808 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2810 /* POW operates on the absolute value of the input */
2811 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2813 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2814 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2815 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2817 if (need_abs)
2818 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2819 else
2820 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2822 if (priv->target_version >= NV2)
2824 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2825 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2826 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2828 else
2830 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2831 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2833 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2834 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2835 /* Possibly add flt_eps to avoid getting float special values */
2836 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2837 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2838 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2839 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2843 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2845 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2846 char src_name[50];
2847 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2849 /* src0 is aL */
2850 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2852 if(vshader)
2854 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2855 struct list *e = list_head(&priv->control_frames);
2856 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2858 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2859 /* The constant loader makes sure to load -1 into iX.w */
2860 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2861 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2862 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2864 else
2866 shader_addline(buffer, "LOOP %s;\n", src_name);
2870 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2872 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2873 char src_name[50];
2874 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2876 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2878 /* The constant loader makes sure to load -1 into iX.w */
2879 if(vshader)
2881 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2882 struct list *e = list_head(&priv->control_frames);
2883 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2885 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2887 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2888 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2889 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2891 else
2893 shader_addline(buffer, "REP %s;\n", src_name);
2897 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2899 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2900 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2902 if(vshader)
2904 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2905 struct list *e = list_head(&priv->control_frames);
2906 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2908 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2909 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2910 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2912 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2914 else
2916 shader_addline(buffer, "ENDLOOP;\n");
2920 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2922 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2923 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2925 if(vshader)
2927 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2928 struct list *e = list_head(&priv->control_frames);
2929 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2931 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2932 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2933 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2935 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2937 else
2939 shader_addline(buffer, "ENDREP;\n");
2943 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2945 struct control_frame *control_frame;
2947 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2949 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2951 ERR("Could not find loop for break\n");
2952 return NULL;
2955 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2957 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2958 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2959 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2961 if(vshader)
2963 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2965 else
2967 shader_addline(buffer, "BRK;\n");
2971 static const char *get_compare(enum wined3d_shader_rel_op op)
2973 switch (op)
2975 case WINED3D_SHADER_REL_OP_GT: return "GT";
2976 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2977 case WINED3D_SHADER_REL_OP_GE: return "GE";
2978 case WINED3D_SHADER_REL_OP_LT: return "LT";
2979 case WINED3D_SHADER_REL_OP_NE: return "NE";
2980 case WINED3D_SHADER_REL_OP_LE: return "LE";
2981 default:
2982 FIXME("Unrecognized operator %#x.\n", op);
2983 return "(\?\?)";
2987 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
2989 switch (op)
2991 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
2992 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
2993 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
2994 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
2995 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
2996 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
2997 default:
2998 FIXME("Unrecognized operator %#x.\n", op);
2999 return -1;
3003 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3005 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3006 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3007 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3008 char src_name0[50];
3009 char src_name1[50];
3010 const char *comp = get_compare(ins->flags);
3012 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3013 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3015 if(vshader)
3017 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3018 * away the subtraction result
3020 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3021 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3023 else
3025 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3026 shader_addline(buffer, "BRK (%s.x);\n", comp);
3030 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3032 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3033 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3034 struct list *e = list_head(&priv->control_frames);
3035 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3036 const char *comp;
3037 char src_name0[50];
3038 char src_name1[50];
3039 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
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);
3044 if(vshader)
3046 /* Invert the flag. We jump to the else label if the condition is NOT true */
3047 comp = get_compare(invert_compare(ins->flags));
3048 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3049 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3051 else
3053 comp = get_compare(ins->flags);
3054 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3055 shader_addline(buffer, "IF %s.x;\n", comp);
3059 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3061 struct wined3d_shader_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);
3065 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3067 if(vshader)
3069 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3070 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3071 control_frame->had_else = TRUE;
3073 else
3075 shader_addline(buffer, "ELSE;\n");
3079 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3081 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3082 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3083 struct list *e = list_head(&priv->control_frames);
3084 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3085 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3087 if(vshader)
3089 if(control_frame->had_else)
3091 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3093 else
3095 shader_addline(buffer, "#No else branch. else is endif\n");
3096 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3099 else
3101 shader_addline(buffer, "ENDIF;\n");
3105 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3107 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3108 char reg_dest[40];
3109 char reg_src[3][40];
3110 WORD flags = TEX_DERIV;
3112 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3113 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3114 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3115 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3117 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3118 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3120 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3123 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3125 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3126 char reg_dest[40];
3127 char reg_coord[40];
3128 WORD flags = TEX_LOD;
3130 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3131 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3133 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3134 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3136 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3139 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3141 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3142 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3144 priv->in_main_func = FALSE;
3145 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3146 * subroutine, don't generate a label that will make GL complain
3148 if(priv->target_version == ARB) return;
3150 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3153 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3154 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3155 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3156 struct wined3d_shader_buffer *buffer)
3158 unsigned int i;
3160 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3161 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3162 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3163 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3165 if (args->super.fog_src == VS_FOG_Z)
3167 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3169 else
3171 if (!reg_maps->fog)
3173 /* posFixup.x is always 1.0, so we can safely use it */
3174 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3176 else
3178 /* Clamp fogcoord */
3179 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3180 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3182 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3183 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3187 /* Clipplanes are always stored without y inversion */
3188 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3190 if (args->super.clip_enabled)
3192 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3194 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3198 else if (args->clip.boolclip.clip_texcoord)
3200 unsigned int cur_clip = 0;
3201 char component[4] = {'x', 'y', 'z', 'w'};
3202 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3204 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3206 if (args->clip.boolclip.clipplane_mask & (1 << i))
3208 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3209 component[cur_clip++], i);
3212 switch (cur_clip)
3214 case 0:
3215 shader_addline(buffer, "MOV TA, %s;\n", zero);
3216 break;
3217 case 1:
3218 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3219 break;
3220 case 2:
3221 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3222 break;
3223 case 3:
3224 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3225 break;
3227 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3228 args->clip.boolclip.clip_texcoord - 1);
3231 /* Write the final position.
3233 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3234 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3235 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3236 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3238 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3239 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3240 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3242 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3243 * and the glsl equivalent
3245 if (need_helper_const(shader_data, reg_maps, gl_info))
3247 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3248 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3250 else
3252 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3253 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3256 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3258 priv_ctx->footer_written = TRUE;
3261 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3263 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3264 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3265 const struct wined3d_shader *shader = ins->ctx->shader;
3266 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3268 if(priv->target_version == ARB) return;
3270 if(vshader)
3272 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3273 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3276 shader_addline(buffer, "RET;\n");
3279 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3281 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3282 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3285 /* Context activation is done by the caller. */
3286 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3288 GLuint program_id = 0;
3289 GLint pos;
3291 const char *blt_vprogram =
3292 "!!ARBvp1.0\n"
3293 "PARAM c[1] = { { 1, 0.5 } };\n"
3294 "MOV result.position, vertex.position;\n"
3295 "MOV result.color, c[0].x;\n"
3296 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3297 "END\n";
3299 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3300 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3301 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3302 strlen(blt_vprogram), blt_vprogram));
3303 checkGLcall("glProgramStringARB()");
3305 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3306 if (pos != -1)
3308 FIXME("Vertex program error at position %d: %s\n\n", pos,
3309 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3310 shader_arb_dump_program_source(blt_vprogram);
3312 else
3314 GLint native;
3316 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3317 checkGLcall("glGetProgramivARB()");
3318 if (!native) WARN("Program exceeds native resource limits.\n");
3321 return program_id;
3324 /* Context activation is done by the caller. */
3325 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3326 enum tex_types tex_type, BOOL masked)
3328 GLuint program_id = 0;
3329 const char *fprogram;
3330 GLint pos;
3332 static const char * const blt_fprograms_full[tex_type_count] =
3334 /* tex_1d */
3335 NULL,
3336 /* tex_2d */
3337 "!!ARBfp1.0\n"
3338 "TEMP R0;\n"
3339 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3340 "MOV result.depth.z, R0.x;\n"
3341 "END\n",
3342 /* tex_3d */
3343 NULL,
3344 /* tex_cube */
3345 "!!ARBfp1.0\n"
3346 "TEMP R0;\n"
3347 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3348 "MOV result.depth.z, R0.x;\n"
3349 "END\n",
3350 /* tex_rect */
3351 "!!ARBfp1.0\n"
3352 "TEMP R0;\n"
3353 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3354 "MOV result.depth.z, R0.x;\n"
3355 "END\n",
3358 static const char * const blt_fprograms_masked[tex_type_count] =
3360 /* tex_1d */
3361 NULL,
3362 /* tex_2d */
3363 "!!ARBfp1.0\n"
3364 "PARAM mask = program.local[0];\n"
3365 "TEMP R0;\n"
3366 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3367 "MUL R0.x, R0.x, R0.y;\n"
3368 "KIL -R0.x;\n"
3369 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3370 "MOV result.depth.z, R0.x;\n"
3371 "END\n",
3372 /* tex_3d */
3373 NULL,
3374 /* tex_cube */
3375 "!!ARBfp1.0\n"
3376 "PARAM mask = program.local[0];\n"
3377 "TEMP R0;\n"
3378 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3379 "MUL R0.x, R0.x, R0.y;\n"
3380 "KIL -R0.x;\n"
3381 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3382 "MOV result.depth.z, R0.x;\n"
3383 "END\n",
3384 /* tex_rect */
3385 "!!ARBfp1.0\n"
3386 "PARAM mask = program.local[0];\n"
3387 "TEMP R0;\n"
3388 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3389 "MUL R0.x, R0.x, R0.y;\n"
3390 "KIL -R0.x;\n"
3391 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3392 "MOV result.depth.z, R0.x;\n"
3393 "END\n",
3396 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3397 if (!fprogram)
3399 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3400 tex_type = tex_2d;
3401 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3404 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3405 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3406 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3407 checkGLcall("glProgramStringARB()");
3409 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3410 if (pos != -1)
3412 FIXME("Fragment program error at position %d: %s\n\n", pos,
3413 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3414 shader_arb_dump_program_source(fprogram);
3416 else
3418 GLint native;
3420 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3421 checkGLcall("glGetProgramivARB()");
3422 if (!native) WARN("Program exceeds native resource limits.\n");
3425 return program_id;
3428 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3429 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3431 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3433 if(condcode)
3435 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3436 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3437 /* Calculate the > 0.0031308 case */
3438 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3439 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3440 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3441 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3442 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3443 /* Calculate the < case */
3444 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3446 else
3448 /* Calculate the > 0.0031308 case */
3449 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3450 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3451 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3452 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3453 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3454 /* Calculate the < case */
3455 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3456 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3457 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3458 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3459 /* Store the components > 0.0031308 in the destination */
3460 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3461 /* Add the components that are < 0.0031308 */
3462 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3463 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3464 * result.color writes(.rgb first, then .a), or handle overwriting already written
3465 * components. The assembler uses a temporary register in this case, which is usually
3466 * not allocated from one of our registers that were used earlier.
3469 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3472 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3474 const struct wined3d_shader_lconst *constant;
3476 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3478 if (constant->idx == idx)
3480 return constant->value;
3483 return NULL;
3486 static void init_ps_input(const struct wined3d_shader *shader,
3487 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3489 static const char * const texcoords[8] =
3491 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3492 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3494 unsigned int i;
3495 const struct wined3d_shader_signature_element *sig = shader->input_signature;
3496 const char *semantic_name;
3497 DWORD semantic_idx;
3499 switch(args->super.vp_mode)
3501 case pretransformed:
3502 case fixedfunction:
3503 /* The pixelshader has to collect the varyings on its own. In any case properly load
3504 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3505 * other attribs to 0.0.
3507 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3508 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3509 * load the texcoord attrib pointers to match the pixel shader signature
3511 for(i = 0; i < MAX_REG_INPUT; i++)
3513 semantic_name = sig[i].semantic_name;
3514 semantic_idx = sig[i].semantic_idx;
3515 if (!semantic_name) continue;
3517 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3519 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3520 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3521 else priv->ps_input[i] = "0.0";
3523 else if(args->super.vp_mode == fixedfunction)
3525 priv->ps_input[i] = "0.0";
3527 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3529 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3530 else priv->ps_input[i] = "0.0";
3532 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3534 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3535 else priv->ps_input[i] = "0.0";
3537 else
3539 priv->ps_input[i] = "0.0";
3542 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3544 break;
3546 case vertexshader:
3547 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3548 * fragment.color
3550 for(i = 0; i < 8; i++)
3552 priv->ps_input[i] = texcoords[i];
3554 priv->ps_input[8] = "fragment.color.primary";
3555 priv->ps_input[9] = "fragment.color.secondary";
3556 break;
3560 /* Context activation is done by the caller. */
3561 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3562 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3563 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3565 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3566 const DWORD *function = shader->function;
3567 GLuint retval;
3568 char fragcolor[16];
3569 DWORD next_local = 0;
3570 struct shader_arb_ctx_priv priv_ctx;
3571 BOOL dcl_td = FALSE;
3572 BOOL want_nv_prog = FALSE;
3573 struct arb_pshader_private *shader_priv = shader->backend_data;
3574 GLint errPos;
3575 DWORD map;
3577 char srgbtmp[4][4];
3578 unsigned int i, found = 0;
3580 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3582 if (!(map & 1)
3583 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3584 || (reg_maps->shader_version.major < 2 && !i))
3585 continue;
3587 sprintf(srgbtmp[found], "R%u", i);
3588 ++found;
3589 if (found == 4) break;
3592 switch(found) {
3593 case 0:
3594 sprintf(srgbtmp[0], "TA");
3595 sprintf(srgbtmp[1], "TB");
3596 sprintf(srgbtmp[2], "TC");
3597 sprintf(srgbtmp[3], "TD");
3598 dcl_td = TRUE;
3599 break;
3600 case 1:
3601 sprintf(srgbtmp[1], "TA");
3602 sprintf(srgbtmp[2], "TB");
3603 sprintf(srgbtmp[3], "TC");
3604 break;
3605 case 2:
3606 sprintf(srgbtmp[2], "TA");
3607 sprintf(srgbtmp[3], "TB");
3608 break;
3609 case 3:
3610 sprintf(srgbtmp[3], "TA");
3611 break;
3612 case 4:
3613 break;
3616 /* Create the hw ARB shader */
3617 memset(&priv_ctx, 0, sizeof(priv_ctx));
3618 priv_ctx.cur_ps_args = args;
3619 priv_ctx.compiled_fprog = compiled;
3620 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3621 init_ps_input(shader, args, &priv_ctx);
3622 list_init(&priv_ctx.control_frames);
3624 /* Avoid enabling NV_fragment_program* if we do not need it.
3626 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3627 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3628 * is faster than what we gain from using higher native instructions. There are some things though
3629 * that cannot be emulated. In that case enable the extensions.
3630 * If the extension is enabled, instruction handlers that support both ways will use it.
3632 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3633 * So enable the best we can get.
3635 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3636 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3638 want_nv_prog = TRUE;
3641 shader_addline(buffer, "!!ARBfp1.0\n");
3642 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3644 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3645 priv_ctx.target_version = NV3;
3647 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3649 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3650 priv_ctx.target_version = NV2;
3651 } else {
3652 if(want_nv_prog)
3654 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3655 * limits properly
3657 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3658 ERR("Try GLSL\n");
3660 priv_ctx.target_version = ARB;
3663 if (reg_maps->rt_mask > 1)
3665 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3668 if (reg_maps->shader_version.major < 3)
3670 switch(args->super.fog) {
3671 case FOG_OFF:
3672 break;
3673 case FOG_LINEAR:
3674 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3675 break;
3676 case FOG_EXP:
3677 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3678 break;
3679 case FOG_EXP2:
3680 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3681 break;
3685 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3686 * unused temps away(but occupies them for the whole shader if they're used once). Always
3687 * declaring them avoids tricky bookkeeping work
3689 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3690 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3691 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3692 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3693 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3694 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3695 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3697 if (reg_maps->shader_version.major < 2)
3699 strcpy(fragcolor, "R0");
3701 else
3703 if (args->super.srgb_correction)
3705 if (shader->u.ps.color0_mov)
3707 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3709 else
3711 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3712 strcpy(fragcolor, "TMP_COLOR");
3714 } else {
3715 strcpy(fragcolor, "result.color");
3719 if(args->super.srgb_correction) {
3720 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3721 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3722 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3723 srgb_sub_high, 0.0, 0.0, 0.0);
3726 /* Base Declarations */
3727 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3729 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3731 unsigned char bump_const;
3733 if (!(map & 1)) continue;
3735 bump_const = compiled->numbumpenvmatconsts;
3736 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3737 compiled->bumpenvmatconst[bump_const].texunit = i;
3738 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3739 compiled->luminanceconst[bump_const].texunit = i;
3741 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3742 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3743 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3744 * textures due to conditional NP2 restrictions)
3746 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3747 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3748 * their location is shader dependent anyway and they cannot be loaded globally.
3750 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3751 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3752 i, compiled->bumpenvmatconst[bump_const].const_num);
3753 compiled->numbumpenvmatconsts = bump_const + 1;
3755 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3757 compiled->luminanceconst[bump_const].const_num = next_local++;
3758 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3759 i, compiled->luminanceconst[bump_const].const_num);
3762 for(i = 0; i < MAX_CONST_I; i++)
3764 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3765 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3767 const DWORD *control_values = find_loop_control_values(shader, i);
3769 if(control_values)
3771 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3772 control_values[0], control_values[1], control_values[2]);
3774 else
3776 compiled->int_consts[i] = next_local;
3777 compiled->num_int_consts++;
3778 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3783 if(reg_maps->vpos || reg_maps->usesdsy)
3785 compiled->ycorrection = next_local;
3786 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3788 if(reg_maps->vpos)
3790 shader_addline(buffer, "TEMP vpos;\n");
3791 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3792 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3793 * ycorrection.z: 1.0
3794 * ycorrection.w: 0.0
3796 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3797 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3800 else
3802 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3805 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3806 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3807 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3808 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3809 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3810 * shader compilation errors and the subsequent errors when drawing with this shader. */
3811 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3812 unsigned char cur_fixup_sampler = 0;
3814 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3815 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3816 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3818 fixup->offset = next_local;
3819 fixup->super.active = 0;
3821 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3822 if (!(map & (1 << i))) continue;
3824 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3825 fixup->super.active |= (1 << i);
3826 fixup->super.idx[i] = cur_fixup_sampler++;
3827 } else {
3828 FIXME("No free constant found to load NP2 fixup data into shader. "
3829 "Sampling from this texture will probably look wrong.\n");
3830 break;
3834 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3835 if (fixup->super.num_consts) {
3836 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3837 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3841 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3843 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3846 /* Base Shader Body */
3847 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3849 if(args->super.srgb_correction) {
3850 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3851 priv_ctx.target_version >= NV2);
3854 if(strcmp(fragcolor, "result.color")) {
3855 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3857 shader_addline(buffer, "END\n");
3859 /* TODO: change to resource.glObjectHandle or something like that */
3860 GL_EXTCALL(glGenProgramsARB(1, &retval));
3862 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3863 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3865 TRACE("Created hw pixel shader, prg=%d\n", retval);
3866 /* Create the program and check for errors */
3867 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3868 buffer->content_size, buffer->buffer));
3869 checkGLcall("glProgramStringARB()");
3871 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3872 if (errPos != -1)
3874 FIXME("HW PixelShader Error at position %d: %s\n\n",
3875 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3876 shader_arb_dump_program_source(buffer->buffer);
3877 retval = 0;
3879 else
3881 GLint native;
3883 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3884 checkGLcall("glGetProgramivARB()");
3885 if (!native) WARN("Program exceeds native resource limits.\n");
3888 return retval;
3891 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3893 unsigned int i;
3894 int ret;
3896 for(i = 0; i < MAX_REG_INPUT; i++)
3898 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3900 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3901 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3902 continue;
3905 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3906 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3907 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3908 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].component_type < sig2[i].component_type ? -1 : 1;
3909 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3910 if(sig1[i].mask != sig2[i].mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3912 return 0;
3915 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3917 struct wined3d_shader_signature_element *new;
3918 int i;
3919 char *name;
3921 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3922 for(i = 0; i < MAX_REG_INPUT; i++)
3924 if (!sig[i].semantic_name) continue;
3926 new[i] = sig[i];
3927 /* Clone the semantic string */
3928 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3929 strcpy(name, sig[i].semantic_name);
3930 new[i].semantic_name = name;
3932 return new;
3935 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3937 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3938 struct ps_signature *found_sig;
3940 if (entry)
3942 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3943 TRACE("Found existing signature %u\n", found_sig->idx);
3944 return found_sig->idx;
3946 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3947 found_sig->sig = clone_sig(sig);
3948 found_sig->idx = priv->ps_sig_number++;
3949 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3950 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3952 ERR("Failed to insert program entry.\n");
3954 return found_sig->idx;
3957 static void init_output_registers(const struct wined3d_shader *shader, DWORD sig_num,
3958 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3960 unsigned int i, j;
3961 static const char * const texcoords[8] =
3963 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3964 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3966 struct wined3d_device *device = shader->device;
3967 const struct wined3d_shader_signature_element *sig;
3968 const char *semantic_name;
3969 DWORD semantic_idx, reg_idx;
3971 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3972 * and varying 9 to result.color.secondary
3974 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3976 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3977 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3978 "result.color.primary", "result.color.secondary"
3981 if(sig_num == ~0)
3983 TRACE("Pixel shader uses builtin varyings\n");
3984 /* Map builtins to builtins */
3985 for(i = 0; i < 8; i++)
3987 priv_ctx->texcrd_output[i] = texcoords[i];
3989 priv_ctx->color_output[0] = "result.color.primary";
3990 priv_ctx->color_output[1] = "result.color.secondary";
3991 priv_ctx->fog_output = "TMP_FOGCOORD";
3993 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3994 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
3996 semantic_name = shader->output_signature[i].semantic_name;
3997 if (!semantic_name) continue;
3999 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4001 TRACE("o%u is TMP_OUT\n", i);
4002 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
4003 else priv_ctx->vs_output[i] = "TA";
4005 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4007 TRACE("o%u is result.pointsize\n", i);
4008 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
4009 else priv_ctx->vs_output[i] = "TA";
4011 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4013 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
4014 if (!shader->output_signature[i].semantic_idx)
4015 priv_ctx->vs_output[i] = "result.color.primary";
4016 else if (shader->output_signature[i].semantic_idx == 1)
4017 priv_ctx->vs_output[i] = "result.color.secondary";
4018 else priv_ctx->vs_output[i] = "TA";
4020 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4022 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4023 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4024 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4026 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4028 TRACE("o%u is result.fogcoord\n", i);
4029 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4030 else priv_ctx->vs_output[i] = "result.fogcoord";
4032 else
4034 priv_ctx->vs_output[i] = "TA";
4037 return;
4040 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
4041 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
4043 sig = device->stateBlock->state.pixel_shader->input_signature;
4044 TRACE("Pixel shader uses declared varyings\n");
4046 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4047 for(i = 0; i < 8; i++)
4049 priv_ctx->texcrd_output[i] = "TA";
4051 priv_ctx->color_output[0] = "TA";
4052 priv_ctx->color_output[1] = "TA";
4053 priv_ctx->fog_output = "TA";
4055 for(i = 0; i < MAX_REG_INPUT; i++)
4057 semantic_name = sig[i].semantic_name;
4058 semantic_idx = sig[i].semantic_idx;
4059 reg_idx = sig[i].register_idx;
4060 if (!semantic_name) continue;
4062 /* If a declared input register is not written by builtin arguments, don't write to it.
4063 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4065 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4066 * to TMP_OUT in any case
4068 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4070 if (semantic_idx < 8)
4071 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4073 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4075 if (semantic_idx < 2)
4076 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4078 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4080 if (!semantic_idx)
4081 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4083 else
4085 continue;
4088 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4089 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4091 compiled->need_color_unclamp = TRUE;
4095 /* Map declared to declared */
4096 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4098 /* Write unread output to TA to throw them away */
4099 priv_ctx->vs_output[i] = "TA";
4100 semantic_name = shader->output_signature[i].semantic_name;
4101 if (!semantic_name) continue;
4103 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4104 && !shader->output_signature[i].semantic_idx)
4106 priv_ctx->vs_output[i] = "TMP_OUT";
4107 continue;
4109 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4110 && !shader->output_signature[i].semantic_idx)
4112 priv_ctx->vs_output[i] = "result.pointsize";
4113 continue;
4116 for(j = 0; j < MAX_REG_INPUT; j++)
4118 if (!sig[j].semantic_name) continue;
4120 if (!strcmp(sig[j].semantic_name, semantic_name)
4121 && sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4123 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4125 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4126 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4128 compiled->need_color_unclamp = TRUE;
4135 /* Context activation is done by the caller. */
4136 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4137 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4138 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4140 const struct arb_vshader_private *shader_data = shader->backend_data;
4141 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4142 struct shader_arb_priv *priv = shader->device->shader_priv;
4143 const DWORD *function = shader->function;
4144 GLuint ret;
4145 DWORD next_local = 0;
4146 struct shader_arb_ctx_priv priv_ctx;
4147 unsigned int i;
4148 GLint errPos;
4150 memset(&priv_ctx, 0, sizeof(priv_ctx));
4151 priv_ctx.cur_vs_args = args;
4152 list_init(&priv_ctx.control_frames);
4153 init_output_registers(shader, args->ps_signature, &priv_ctx, compiled);
4155 /* Create the hw ARB shader */
4156 shader_addline(buffer, "!!ARBvp1.0\n");
4158 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4159 * mesurable performance penalty, and we can always make use of it for clipplanes.
4161 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4163 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4164 priv_ctx.target_version = NV3;
4165 shader_addline(buffer, "ADDRESS aL;\n");
4167 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4169 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4170 priv_ctx.target_version = NV2;
4171 shader_addline(buffer, "ADDRESS aL;\n");
4172 } else {
4173 priv_ctx.target_version = ARB;
4176 shader_addline(buffer, "TEMP TMP_OUT;\n");
4177 if (reg_maps->fog)
4178 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4179 if (need_helper_const(shader_data, reg_maps, gl_info))
4181 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4183 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4185 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4186 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4189 shader_addline(buffer, "TEMP TA;\n");
4190 shader_addline(buffer, "TEMP TB;\n");
4192 /* Base Declarations */
4193 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4194 &priv_ctx.vs_clipplanes, &priv_ctx);
4196 for(i = 0; i < MAX_CONST_I; i++)
4198 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4199 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4201 const DWORD *control_values = find_loop_control_values(shader, i);
4203 if(control_values)
4205 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4206 control_values[0], control_values[1], control_values[2]);
4208 else
4210 compiled->int_consts[i] = next_local;
4211 compiled->num_int_consts++;
4212 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4217 /* We need a constant to fixup the final position */
4218 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4219 compiled->pos_fixup = next_local++;
4221 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4222 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4223 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4224 * a replacement shader depend on the texcoord.w being set properly.
4226 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4227 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4228 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4229 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4230 * this can eat a number of instructions, so skip it unless this cap is set as well
4232 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4234 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4235 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4237 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4239 int i;
4240 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4241 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4243 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4244 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4249 /* The shader starts with the main function */
4250 priv_ctx.in_main_func = TRUE;
4251 /* Base Shader Body */
4252 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4254 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4255 shader_data, args, reg_maps, gl_info, buffer);
4257 shader_addline(buffer, "END\n");
4259 /* TODO: change to resource.glObjectHandle or something like that */
4260 GL_EXTCALL(glGenProgramsARB(1, &ret));
4262 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4263 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4265 TRACE("Created hw vertex shader, prg=%d\n", ret);
4266 /* Create the program and check for errors */
4267 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4268 buffer->content_size, buffer->buffer));
4269 checkGLcall("glProgramStringARB()");
4271 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4272 if (errPos != -1)
4274 FIXME("HW VertexShader Error at position %d: %s\n\n",
4275 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4276 shader_arb_dump_program_source(buffer->buffer);
4277 ret = -1;
4279 else
4281 GLint native;
4283 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4284 checkGLcall("glGetProgramivARB()");
4285 if (!native) WARN("Program exceeds native resource limits.\n");
4288 return ret;
4291 /* Context activation is done by the caller. */
4292 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4293 const struct arb_ps_compile_args *args)
4295 struct wined3d_device *device = shader->device;
4296 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4297 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4298 UINT i;
4299 DWORD new_size;
4300 struct arb_ps_compiled_shader *new_array;
4301 struct wined3d_shader_buffer buffer;
4302 struct arb_pshader_private *shader_data;
4303 GLuint ret;
4305 if (!shader->backend_data)
4307 struct shader_arb_priv *priv = device->shader_priv;
4309 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4310 shader_data = shader->backend_data;
4311 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4313 if (shader->reg_maps.shader_version.major < 3)
4314 shader_data->input_signature_idx = ~0;
4315 else
4316 shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4318 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4320 if (!d3d_info->vs_clipping)
4321 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4322 d3d_info->limits.ffp_blend_stages - 1);
4323 else
4324 shader_data->clipplane_emulation = ~0U;
4326 shader_data = shader->backend_data;
4328 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4329 * so a linear search is more performant than a hashmap or a binary search
4330 * (cache coherency etc)
4332 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4334 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4335 return &shader_data->gl_shaders[i];
4338 TRACE("No matching GL shader found, compiling a new shader\n");
4339 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4340 if (shader_data->num_gl_shaders)
4342 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4343 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4344 new_size * sizeof(*shader_data->gl_shaders));
4345 } else {
4346 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4347 new_size = 1;
4350 if(!new_array) {
4351 ERR("Out of memory\n");
4352 return 0;
4354 shader_data->gl_shaders = new_array;
4355 shader_data->shader_array_size = new_size;
4358 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4360 pixelshader_update_samplers(shader, args->super.tex_types);
4362 if (!shader_buffer_init(&buffer))
4364 ERR("Failed to initialize shader buffer.\n");
4365 return 0;
4368 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4369 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4370 shader_buffer_free(&buffer);
4371 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4373 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4376 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4377 const DWORD use_map, BOOL skip_int) {
4378 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4379 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4380 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4381 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4382 if(stored->ps_signature != new->ps_signature) return FALSE;
4383 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4384 if(skip_int) return TRUE;
4386 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4389 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4390 const struct arb_vs_compile_args *args)
4392 struct wined3d_device *device = shader->device;
4393 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4394 DWORD use_map = device->stream_info.use_map;
4395 UINT i;
4396 DWORD new_size;
4397 struct arb_vs_compiled_shader *new_array;
4398 struct wined3d_shader_buffer buffer;
4399 struct arb_vshader_private *shader_data;
4400 GLuint ret;
4402 if (!shader->backend_data)
4404 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4406 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4407 shader_data = shader->backend_data;
4409 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4410 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4412 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4414 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4415 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4416 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4418 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4419 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4420 else if (reg_maps->max_rel_offset > 63)
4421 shader_data->rel_offset = reg_maps->min_rel_offset;
4424 shader_data = shader->backend_data;
4426 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4427 * so a linear search is more performant than a hashmap or a binary search
4428 * (cache coherency etc)
4430 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4431 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4432 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4434 return &shader_data->gl_shaders[i];
4438 TRACE("No matching GL shader found, compiling a new shader\n");
4440 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4441 if (shader_data->num_gl_shaders)
4443 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4444 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4445 new_size * sizeof(*shader_data->gl_shaders));
4446 } else {
4447 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4448 new_size = 1;
4451 if(!new_array) {
4452 ERR("Out of memory\n");
4453 return 0;
4455 shader_data->gl_shaders = new_array;
4456 shader_data->shader_array_size = new_size;
4459 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4461 if (!shader_buffer_init(&buffer))
4463 ERR("Failed to initialize shader buffer.\n");
4464 return 0;
4467 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4468 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4469 shader_buffer_free(&buffer);
4470 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4472 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4475 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4476 const struct wined3d_context *context, const struct wined3d_shader *shader,
4477 struct arb_ps_compile_args *args)
4479 const struct wined3d_gl_info *gl_info = context->gl_info;
4480 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4481 int i;
4482 WORD int_skip;
4484 find_ps_compile_args(state, shader, &args->super);
4486 /* This forces all local boolean constants to 1 to make them stateblock independent */
4487 args->bools = shader->reg_maps.local_bool_consts;
4489 for(i = 0; i < MAX_CONST_B; i++)
4491 if (state->ps_consts_b[i])
4492 args->bools |= ( 1 << i);
4495 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4496 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4497 * duplicate the shader than have a no-op KIL instruction in every shader
4499 if (!d3d_info->vs_clipping && use_vs(state)
4500 && state->render_states[WINED3D_RS_CLIPPING]
4501 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4502 args->clip = 1;
4503 else
4504 args->clip = 0;
4506 /* Skip if unused or local, or supported natively */
4507 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4508 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4510 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4511 return;
4514 for(i = 0; i < MAX_CONST_I; i++)
4516 if(int_skip & (1 << i))
4518 args->loop_ctrl[i][0] = 0;
4519 args->loop_ctrl[i][1] = 0;
4520 args->loop_ctrl[i][2] = 0;
4522 else
4524 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4525 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4526 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4531 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4532 const struct wined3d_context *context, const struct wined3d_shader *shader,
4533 struct arb_vs_compile_args *args)
4535 struct wined3d_device *device = shader->device;
4536 const struct wined3d_adapter *adapter = device->adapter;
4537 const struct wined3d_gl_info *gl_info = context->gl_info;
4538 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4539 int i;
4540 WORD int_skip;
4542 find_vs_compile_args(state, shader, &args->super);
4544 args->clip.boolclip_compare = 0;
4545 if (use_ps(state))
4547 const struct wined3d_shader *ps = state->pixel_shader;
4548 const struct arb_pshader_private *shader_priv = ps->backend_data;
4549 args->ps_signature = shader_priv->input_signature_idx;
4551 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4553 else
4555 args->ps_signature = ~0;
4556 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4558 args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? d3d_info->limits.ffp_blend_stages : 0;
4560 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4563 if (args->clip.boolclip.clip_texcoord)
4565 if (state->render_states[WINED3D_RS_CLIPPING])
4566 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4567 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4570 /* This forces all local boolean constants to 1 to make them stateblock independent */
4571 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4572 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4573 for(i = 0; i < MAX_CONST_B; i++)
4575 if (state->vs_consts_b[i])
4576 args->clip.boolclip.bools |= ( 1 << i);
4579 args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4580 args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4581 args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4582 args->vertex.samplers[3] = 0;
4584 /* Skip if unused or local */
4585 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4586 /* This is about flow control, not clipping. */
4587 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4589 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4590 return;
4593 for(i = 0; i < MAX_CONST_I; i++)
4595 if(int_skip & (1 << i))
4597 args->loop_ctrl[i][0] = 0;
4598 args->loop_ctrl[i][1] = 0;
4599 args->loop_ctrl[i][2] = 0;
4601 else
4603 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4604 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4605 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4610 /* Context activation is done by the caller. */
4611 static void shader_arb_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
4612 enum wined3d_shader_mode fragment_mode)
4614 struct wined3d_device *device = context->swapchain->device;
4615 struct shader_arb_priv *priv = device->shader_priv;
4616 const struct wined3d_gl_info *gl_info = context->gl_info;
4617 const struct wined3d_state *state = &device->stateBlock->state;
4618 int i;
4620 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4621 if (fragment_mode == WINED3D_SHADER_MODE_SHADER)
4623 struct wined3d_shader *ps = state->pixel_shader;
4624 struct arb_ps_compile_args compile_args;
4625 struct arb_ps_compiled_shader *compiled;
4627 TRACE("Using pixel shader %p.\n", ps);
4628 find_arb_ps_compile_args(state, context, ps, &compile_args);
4629 compiled = find_arb_pshader(ps, &compile_args);
4630 priv->current_fprogram_id = compiled->prgId;
4631 priv->compiled_fprog = compiled;
4633 /* Bind the fragment program */
4634 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4635 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4637 if (!priv->use_arbfp_fixed_func)
4638 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4640 /* Enable OpenGL fragment programs. */
4641 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4642 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4644 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
4645 device, priv->current_fprogram_id);
4647 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4648 * a 1.x and newer shader, reload the first 8 constants
4650 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4652 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4653 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4654 for(i = 0; i < 8; i++)
4656 priv->pshader_const_dirty[i] = 1;
4658 /* Also takes care of loading local constants */
4659 shader_arb_load_constants_internal(context, TRUE, FALSE, TRUE);
4661 else
4663 UINT rt_height = state->fb->render_targets[0]->resource.height;
4664 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4667 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4668 if (compiled->np2fixup_info.super.active)
4669 shader_arb_load_np2fixup_constants(priv, gl_info, state);
4671 else
4673 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4675 /* Disable only if we're not using arbfp fixed function fragment
4676 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4677 * enabled, and the fixed function pipeline will bind the fixed
4678 * function replacement shader. */
4679 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4680 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4681 priv->current_fprogram_id = 0;
4683 priv->fragment_pipe->enable_extension(gl_info, fragment_mode == WINED3D_SHADER_MODE_FFP);
4686 if (vertex_mode == WINED3D_SHADER_MODE_SHADER)
4688 struct wined3d_shader *vs = state->vertex_shader;
4689 struct arb_vs_compile_args compile_args;
4690 struct arb_vs_compiled_shader *compiled;
4692 TRACE("Using vertex shader %p\n", vs);
4693 find_arb_vs_compile_args(state, context, vs, &compile_args);
4694 compiled = find_arb_vshader(vs, &compile_args);
4695 priv->current_vprogram_id = compiled->prgId;
4696 priv->compiled_vprog = compiled;
4698 /* Bind the vertex program */
4699 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4700 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4702 /* Enable OpenGL vertex programs */
4703 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4704 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4705 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", device, priv->current_vprogram_id);
4706 shader_arb_vs_local_constants(compiled, context, state);
4708 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4709 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4711 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4713 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4714 checkGLcall("glClampColorARB");
4715 } else {
4716 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4720 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4722 priv->current_vprogram_id = 0;
4723 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4724 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4726 priv->vertex_pipe->vp_enable(gl_info, vertex_mode == WINED3D_SHADER_MODE_FFP);
4729 /* Context activation is done by the caller. */
4730 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4731 enum tex_types tex_type, const SIZE *ds_mask_size)
4733 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4734 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4735 struct shader_arb_priv *priv = shader_priv;
4736 GLuint *blt_fprogram;
4738 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4739 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4740 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4742 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4743 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4744 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4745 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4746 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4749 /* Context activation is done by the caller. */
4750 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4752 struct shader_arb_priv *priv = shader_priv;
4754 if (priv->current_vprogram_id) {
4755 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4756 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4758 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4760 else
4762 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4763 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4766 if (priv->current_fprogram_id) {
4767 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4768 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4770 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4772 else if(!priv->use_arbfp_fixed_func)
4774 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4775 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4779 static void shader_arb_destroy(struct wined3d_shader *shader)
4781 struct wined3d_device *device = shader->device;
4782 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4784 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4786 struct arb_pshader_private *shader_data = shader->backend_data;
4787 UINT i;
4789 if(!shader_data) return; /* This can happen if a shader was never compiled */
4791 if (shader_data->num_gl_shaders)
4793 struct wined3d_context *context = context_acquire(device, NULL);
4795 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4797 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4798 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4801 context_release(context);
4804 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4805 HeapFree(GetProcessHeap(), 0, shader_data);
4806 shader->backend_data = NULL;
4808 else
4810 struct arb_vshader_private *shader_data = shader->backend_data;
4811 UINT i;
4813 if(!shader_data) return; /* This can happen if a shader was never compiled */
4815 if (shader_data->num_gl_shaders)
4817 struct wined3d_context *context = context_acquire(device, NULL);
4819 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4821 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4822 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4825 context_release(context);
4828 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4829 HeapFree(GetProcessHeap(), 0, shader_data);
4830 shader->backend_data = NULL;
4834 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4836 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4837 return compare_sig(key, e->sig);
4840 static const struct wine_rb_functions sig_tree_functions =
4842 wined3d_rb_alloc,
4843 wined3d_rb_realloc,
4844 wined3d_rb_free,
4845 sig_tree_compare
4848 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4849 const struct fragment_pipeline *fragment_pipe)
4851 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4852 struct fragment_caps fragment_caps;
4853 void *vertex_priv, *fragment_priv;
4854 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4856 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4858 ERR("Failed to initialize vertex pipe.\n");
4859 HeapFree(GetProcessHeap(), 0, priv);
4860 return E_FAIL;
4863 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4865 ERR("Failed to initialize fragment pipe.\n");
4866 vertex_pipe->vp_free(device);
4867 HeapFree(GetProcessHeap(), 0, priv);
4868 return E_FAIL;
4871 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4872 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4873 if (!priv->vshader_const_dirty)
4874 goto fail;
4875 memset(priv->vshader_const_dirty, 1,
4876 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4878 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4879 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4880 if (!priv->pshader_const_dirty)
4881 goto fail;
4882 memset(priv->pshader_const_dirty, 1,
4883 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4885 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4887 ERR("RB tree init failed\n");
4888 goto fail;
4891 priv->vertex_pipe = vertex_pipe;
4892 priv->fragment_pipe = fragment_pipe;
4893 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4894 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4896 device->vertex_priv = vertex_priv;
4897 device->fragment_priv = fragment_priv;
4898 device->shader_priv = priv;
4900 return WINED3D_OK;
4902 fail:
4903 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4904 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4905 fragment_pipe->free_private(device);
4906 vertex_pipe->vp_free(device);
4907 HeapFree(GetProcessHeap(), 0, priv);
4908 return E_OUTOFMEMORY;
4911 static void release_signature(struct wine_rb_entry *entry, void *context)
4913 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4914 int i;
4915 for(i = 0; i < MAX_REG_INPUT; i++)
4917 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4919 HeapFree(GetProcessHeap(), 0, sig->sig);
4920 HeapFree(GetProcessHeap(), 0, sig);
4923 /* Context activation is done by the caller. */
4924 static void shader_arb_free(struct wined3d_device *device)
4926 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4927 struct shader_arb_priv *priv = device->shader_priv;
4928 int i;
4930 if (priv->depth_blt_vprogram_id)
4931 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4933 for (i = 0; i < tex_type_count; ++i)
4935 if (priv->depth_blt_fprogram_id_full[i])
4937 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4939 if (priv->depth_blt_fprogram_id_masked[i])
4941 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4945 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4946 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4947 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4948 priv->fragment_pipe->free_private(device);
4949 priv->vertex_pipe->vp_free(device);
4950 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4953 static void shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context)
4955 struct shader_arb_priv *priv = shader_priv;
4957 if (priv->last_context == context)
4958 priv->last_context = NULL;
4961 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4963 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4965 DWORD vs_consts;
4966 UINT vs_version;
4968 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4969 * for vertex programs. If the native limit is less than that it's
4970 * not very useful, and e.g. Mesa swrast returns 0, probably to
4971 * indicate it's a software implementation. */
4972 if (gl_info->limits.arb_vs_native_constants < 96)
4973 vs_consts = gl_info->limits.arb_vs_float_constants;
4974 else
4975 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4977 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4979 vs_version = 3;
4980 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4982 else if (vs_consts >= 256)
4984 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4985 vs_version = 2;
4986 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4988 else
4990 vs_version = 1;
4991 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4993 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
4994 caps->vs_uniform_count = vs_consts;
4996 else
4998 caps->vs_version = 0;
4999 caps->vs_uniform_count = 0;
5002 caps->gs_version = 0;
5004 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5006 DWORD ps_consts;
5007 UINT ps_version;
5009 /* Similar as above for vertex programs, but the minimum for fragment
5010 * programs is 24. */
5011 if (gl_info->limits.arb_ps_native_constants < 24)
5012 ps_consts = gl_info->limits.arb_ps_float_constants;
5013 else
5014 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5016 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5018 ps_version = 3;
5019 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5021 else if (ps_consts >= 32)
5023 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5024 ps_version = 2;
5025 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5027 else
5029 ps_version = 1;
5030 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5032 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
5033 caps->ps_uniform_count = ps_consts;
5034 caps->ps_1x_max_value = 8.0f;
5036 else
5038 caps->ps_version = 0;
5039 caps->ps_uniform_count = 0;
5040 caps->ps_1x_max_value = 0.0f;
5043 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
5044 if (use_nv_clip(gl_info))
5045 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
5048 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5050 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5052 TRACE("Checking support for color_fixup:\n");
5053 dump_color_fixup_desc(fixup);
5056 /* We support everything except complex conversions. */
5057 if (!is_complex_fixup(fixup))
5059 TRACE("[OK]\n");
5060 return TRUE;
5063 TRACE("[FAILED]\n");
5064 return FALSE;
5067 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5068 DWORD shift;
5069 char write_mask[20], regstr[50];
5070 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5071 BOOL is_color = FALSE;
5072 const struct wined3d_shader_dst_param *dst;
5074 if (!ins->dst_count) return;
5076 dst = &ins->dst[0];
5077 shift = dst->shift;
5078 if (!shift) return; /* Saturate alone is handled by the instructions */
5080 shader_arb_get_write_mask(ins, dst, write_mask);
5081 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5083 /* Generate a line that does the output modifier computation
5084 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5085 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5087 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5088 regstr, write_mask, regstr, shift_tab[shift]);
5091 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5093 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5094 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5095 /* WINED3DSIH_AND */ NULL,
5096 /* WINED3DSIH_BEM */ pshader_hw_bem,
5097 /* WINED3DSIH_BREAK */ shader_hw_break,
5098 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5099 /* WINED3DSIH_BREAKP */ NULL,
5100 /* WINED3DSIH_CALL */ shader_hw_call,
5101 /* WINED3DSIH_CALLNZ */ NULL,
5102 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5103 /* WINED3DSIH_CND */ pshader_hw_cnd,
5104 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5105 /* WINED3DSIH_CUT */ NULL,
5106 /* WINED3DSIH_DCL */ shader_hw_nop,
5107 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5108 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5109 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5110 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5111 /* WINED3DSIH_DEF */ shader_hw_nop,
5112 /* WINED3DSIH_DEFB */ shader_hw_nop,
5113 /* WINED3DSIH_DEFI */ shader_hw_nop,
5114 /* WINED3DSIH_DIV */ NULL,
5115 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5116 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5117 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5118 /* WINED3DSIH_DST */ shader_hw_map2gl,
5119 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5120 /* WINED3DSIH_DSY */ shader_hw_dsy,
5121 /* WINED3DSIH_ELSE */ shader_hw_else,
5122 /* WINED3DSIH_EMIT */ NULL,
5123 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5124 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5125 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5126 /* WINED3DSIH_EQ */ NULL,
5127 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5128 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5129 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5130 /* WINED3DSIH_FTOI */ NULL,
5131 /* WINED3DSIH_GE */ NULL,
5132 /* WINED3DSIH_IADD */ NULL,
5133 /* WINED3DSIH_IEQ */ NULL,
5134 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5135 /* WINED3DSIH_IFC */ shader_hw_ifc,
5136 /* WINED3DSIH_IGE */ NULL,
5137 /* WINED3DSIH_IMUL */ NULL,
5138 /* WINED3DSIH_ITOF */ NULL,
5139 /* WINED3DSIH_LABEL */ shader_hw_label,
5140 /* WINED3DSIH_LD */ NULL,
5141 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5142 /* WINED3DSIH_LOG */ shader_hw_log,
5143 /* WINED3DSIH_LOGP */ shader_hw_log,
5144 /* WINED3DSIH_LOOP */ shader_hw_loop,
5145 /* WINED3DSIH_LRP */ shader_hw_lrp,
5146 /* WINED3DSIH_LT */ NULL,
5147 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5148 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5149 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5150 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5151 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5152 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5153 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5154 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5155 /* WINED3DSIH_MOV */ shader_hw_mov,
5156 /* WINED3DSIH_MOVA */ shader_hw_mov,
5157 /* WINED3DSIH_MOVC */ NULL,
5158 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5159 /* WINED3DSIH_NOP */ shader_hw_nop,
5160 /* WINED3DSIH_NRM */ shader_hw_nrm,
5161 /* WINED3DSIH_PHASE */ shader_hw_nop,
5162 /* WINED3DSIH_POW */ shader_hw_pow,
5163 /* WINED3DSIH_RCP */ shader_hw_rcp,
5164 /* WINED3DSIH_REP */ shader_hw_rep,
5165 /* WINED3DSIH_RET */ shader_hw_ret,
5166 /* WINED3DSIH_ROUND_NI */ NULL,
5167 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5168 /* WINED3DSIH_SAMPLE */ NULL,
5169 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5170 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5171 /* WINED3DSIH_SETP */ NULL,
5172 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5173 /* WINED3DSIH_SGN */ shader_hw_sgn,
5174 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5175 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5176 /* WINED3DSIH_SQRT */ NULL,
5177 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5178 /* WINED3DSIH_TEX */ pshader_hw_tex,
5179 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5180 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5181 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5182 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5183 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5184 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5185 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5186 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5187 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5188 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5189 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5190 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5191 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5192 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5193 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5194 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5195 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5196 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5197 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5198 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5199 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5200 /* WINED3DSIH_UDIV */ NULL,
5201 /* WINED3DSIH_USHR */ NULL,
5202 /* WINED3DSIH_UTOF */ NULL,
5203 /* WINED3DSIH_XOR */ NULL,
5206 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5207 const struct wined3d_shader *shader, DWORD idx)
5209 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5210 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5211 const struct wined3d_shader_lconst *constant;
5212 WORD bools = 0;
5213 WORD flag = (1 << idx);
5214 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5216 if (reg_maps->local_bool_consts & flag)
5218 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5219 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5221 if (constant->idx == idx)
5223 return constant->value[0];
5226 ERR("Local constant not found\n");
5227 return FALSE;
5229 else
5231 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5232 else bools = priv->cur_ps_args->bools;
5233 return bools & flag;
5237 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5238 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5240 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5241 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5243 /* Integer constants can either be a local constant, or they can be stored in the shader
5244 * type specific compile args. */
5245 if (reg_maps->local_int_consts & (1 << idx))
5247 const struct wined3d_shader_lconst *constant;
5249 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5251 if (constant->idx == idx)
5253 loop_control->count = constant->value[0];
5254 loop_control->start = constant->value[1];
5255 /* Step is signed. */
5256 loop_control->step = (int)constant->value[2];
5257 return;
5260 /* If this happens the flag was set incorrectly */
5261 ERR("Local constant not found\n");
5262 loop_control->count = 0;
5263 loop_control->start = 0;
5264 loop_control->step = 0;
5265 return;
5268 switch (reg_maps->shader_version.type)
5270 case WINED3D_SHADER_TYPE_VERTEX:
5271 /* Count and aL start value are unsigned */
5272 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5273 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5274 /* Step is signed. */
5275 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5276 break;
5278 case WINED3D_SHADER_TYPE_PIXEL:
5279 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5280 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5281 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5282 break;
5284 default:
5285 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5286 break;
5290 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5292 unsigned int i;
5293 struct wined3d_shader_dst_param *dst_param = NULL;
5294 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5295 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5296 if(!rec)
5298 ERR("Out of memory\n");
5299 return;
5302 rec->ins = *ins;
5303 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5304 if(!dst_param) goto free;
5305 *dst_param = *ins->dst;
5306 if (ins->dst->reg.idx[0].rel_addr)
5308 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5309 if (!rel_addr)
5310 goto free;
5311 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5312 dst_param->reg.idx[0].rel_addr = rel_addr;
5314 rec->ins.dst = dst_param;
5316 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5317 if (!src_param)
5318 goto free;
5319 for (i = 0; i < ins->src_count; ++i)
5321 src_param[i] = ins->src[i];
5322 if (ins->src[i].reg.idx[0].rel_addr)
5324 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5325 if (!rel_addr)
5326 goto free;
5327 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5328 src_param[i].reg.idx[0].rel_addr = rel_addr;
5331 rec->ins.src = src_param;
5332 list_add_tail(list, &rec->entry);
5333 return;
5335 free:
5336 ERR("Out of memory\n");
5337 if(dst_param)
5339 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5340 HeapFree(GetProcessHeap(), 0, dst_param);
5342 if(src_param)
5344 for(i = 0; i < ins->src_count; i++)
5346 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5348 HeapFree(GetProcessHeap(), 0, src_param);
5350 HeapFree(GetProcessHeap(), 0, rec);
5353 static void free_recorded_instruction(struct list *list)
5355 struct recorded_instruction *rec_ins, *entry2;
5356 unsigned int i;
5358 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5360 list_remove(&rec_ins->entry);
5361 if (rec_ins->ins.dst)
5363 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5364 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5366 if (rec_ins->ins.src)
5368 for (i = 0; i < rec_ins->ins.src_count; ++i)
5370 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5372 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5374 HeapFree(GetProcessHeap(), 0, rec_ins);
5378 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5380 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5381 struct control_frame *control_frame;
5383 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5385 struct list *e = list_head(&priv->control_frames);
5386 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5387 list_remove(&control_frame->entry);
5388 HeapFree(GetProcessHeap(), 0, control_frame);
5389 priv->loop_depth--;
5391 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5393 /* Non-ifc ENDIFs were already handled previously. */
5394 struct list *e = list_head(&priv->control_frames);
5395 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5396 list_remove(&control_frame->entry);
5397 HeapFree(GetProcessHeap(), 0, control_frame);
5401 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5402 SHADER_HANDLER hw_fct;
5403 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5404 const struct wined3d_shader *shader = ins->ctx->shader;
5405 struct control_frame *control_frame;
5406 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5407 BOOL bool_const;
5409 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5411 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5412 list_add_head(&priv->control_frames, &control_frame->entry);
5414 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5415 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5417 if(priv->target_version >= NV2)
5419 control_frame->no.loop = priv->num_loops++;
5420 priv->loop_depth++;
5422 else
5424 /* Don't bother recording when we're in a not used if branch */
5425 if(priv->muted)
5427 return;
5430 if(!priv->recording)
5432 list_init(&priv->record);
5433 priv->recording = TRUE;
5434 control_frame->outer_loop = TRUE;
5435 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5436 return; /* Instruction is handled */
5438 /* Record this loop in the outer loop's recording */
5441 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5443 if(priv->target_version >= NV2)
5445 /* Nothing to do. The control frame is popped after the HW instr handler */
5447 else
5449 struct list *e = list_head(&priv->control_frames);
5450 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5451 list_remove(&control_frame->entry);
5453 if(control_frame->outer_loop)
5455 unsigned int iteration;
5456 int aL = 0;
5457 struct list copy;
5459 /* Turn off recording before playback */
5460 priv->recording = FALSE;
5462 /* Move the recorded instructions to a separate list and get them out of the private data
5463 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5464 * be recorded again, thus priv->record might be overwritten
5466 list_init(&copy);
5467 list_move_tail(&copy, &priv->record);
5468 list_init(&priv->record);
5470 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5472 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5473 control_frame->loop_control.count, control_frame->loop_control.start,
5474 control_frame->loop_control.step);
5475 aL = control_frame->loop_control.start;
5477 else
5479 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5482 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5484 struct recorded_instruction *rec_ins;
5485 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5487 priv->aL = aL;
5488 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5490 else
5492 shader_addline(buffer, "#Iteration %u\n", iteration);
5495 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5497 shader_arb_handle_instruction(&rec_ins->ins);
5500 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5502 aL += control_frame->loop_control.step;
5505 shader_addline(buffer, "#end loop/rep\n");
5507 free_recorded_instruction(&copy);
5508 HeapFree(GetProcessHeap(), 0, control_frame);
5509 return; /* Instruction is handled */
5511 else
5513 /* This is a nested loop. Proceed to the normal recording function */
5514 HeapFree(GetProcessHeap(), 0, control_frame);
5519 if(priv->recording)
5521 record_instruction(&priv->record, ins);
5522 return;
5525 /* boolean if */
5526 if(ins->handler_idx == WINED3DSIH_IF)
5528 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5529 list_add_head(&priv->control_frames, &control_frame->entry);
5530 control_frame->type = IF;
5532 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5533 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5534 bool_const = !bool_const;
5535 if (!priv->muted && !bool_const)
5537 shader_addline(buffer, "#if(FALSE){\n");
5538 priv->muted = TRUE;
5539 control_frame->muting = TRUE;
5541 else shader_addline(buffer, "#if(TRUE) {\n");
5543 return; /* Instruction is handled */
5545 else if(ins->handler_idx == WINED3DSIH_IFC)
5547 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5548 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5549 control_frame->type = IFC;
5550 control_frame->no.ifc = priv->num_ifcs++;
5551 list_add_head(&priv->control_frames, &control_frame->entry);
5553 else if(ins->handler_idx == WINED3DSIH_ELSE)
5555 struct list *e = list_head(&priv->control_frames);
5556 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5558 if(control_frame->type == IF)
5560 shader_addline(buffer, "#} else {\n");
5561 if(!priv->muted && !control_frame->muting)
5563 priv->muted = TRUE;
5564 control_frame->muting = TRUE;
5566 else if(control_frame->muting) priv->muted = FALSE;
5567 return; /* Instruction is handled. */
5569 /* In case of an ifc, generate a HW shader instruction */
5570 if (control_frame->type != IFC)
5571 ERR("Control frame does not match.\n");
5573 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5575 struct list *e = list_head(&priv->control_frames);
5576 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5578 if(control_frame->type == IF)
5580 shader_addline(buffer, "#} endif\n");
5581 if(control_frame->muting) priv->muted = FALSE;
5582 list_remove(&control_frame->entry);
5583 HeapFree(GetProcessHeap(), 0, control_frame);
5584 return; /* Instruction is handled */
5586 /* In case of an ifc, generate a HW shader instruction */
5587 if (control_frame->type != IFC)
5588 ERR("Control frame does not match.\n");
5591 if(priv->muted)
5593 pop_control_frame(ins);
5594 return;
5597 /* Select handler */
5598 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5600 /* Unhandled opcode */
5601 if (!hw_fct)
5603 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5604 return;
5606 hw_fct(ins);
5608 pop_control_frame(ins);
5610 shader_arb_add_instruction_modifiers(ins);
5613 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5615 struct shader_arb_priv *priv = shader_priv;
5617 return priv->ffp_proj_control;
5620 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5622 shader_arb_handle_instruction,
5623 shader_arb_select,
5624 shader_arb_select_depth_blt,
5625 shader_arb_deselect_depth_blt,
5626 shader_arb_update_float_vertex_constants,
5627 shader_arb_update_float_pixel_constants,
5628 shader_arb_load_constants,
5629 shader_arb_load_np2fixup_constants,
5630 shader_arb_destroy,
5631 shader_arb_alloc,
5632 shader_arb_free,
5633 shader_arb_context_destroyed,
5634 shader_arb_get_caps,
5635 shader_arb_color_fixup_supported,
5636 shader_arb_has_ffp_proj_control,
5639 /* ARB_fragment_program fixed function pipeline replacement definitions */
5640 #define ARB_FFP_CONST_TFACTOR 0
5641 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5642 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5643 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5644 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5646 struct arbfp_ffp_desc
5648 struct ffp_frag_desc parent;
5649 GLuint shader;
5652 /* Context activation is done by the caller. */
5653 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5655 if (enable)
5657 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5658 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5660 else
5662 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5663 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5667 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5669 struct shader_arb_priv *priv;
5671 /* Share private data between the shader backend and the pipeline
5672 * replacement, if both are the arb implementation. This is needed to
5673 * figure out whether ARBfp should be disabled if no pixel shader is bound
5674 * or not. */
5675 if (shader_backend == &arb_program_shader_backend)
5676 priv = shader_priv;
5677 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5678 return NULL;
5680 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5682 ERR("Failed to initialize rbtree.\n");
5683 if (priv != shader_priv)
5684 HeapFree(GetProcessHeap(), 0, priv);
5685 return NULL;
5687 priv->use_arbfp_fixed_func = TRUE;
5689 return priv;
5692 /* Context activation is done by the caller. */
5693 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5695 const struct wined3d_gl_info *gl_info = context;
5696 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5698 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5699 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5700 HeapFree(GetProcessHeap(), 0, entry_arb);
5703 /* Context activation is done by the caller. */
5704 static void arbfp_free(struct wined3d_device *device)
5706 struct shader_arb_priv *priv = device->fragment_priv;
5708 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5709 priv->use_arbfp_fixed_func = FALSE;
5711 if (device->shader_backend != &arb_program_shader_backend)
5713 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5717 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5719 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5720 | WINED3D_FRAGMENT_CAP_SRGB_WRITE;
5721 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5722 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5723 WINED3DTEXOPCAPS_SELECTARG1 |
5724 WINED3DTEXOPCAPS_SELECTARG2 |
5725 WINED3DTEXOPCAPS_MODULATE4X |
5726 WINED3DTEXOPCAPS_MODULATE2X |
5727 WINED3DTEXOPCAPS_MODULATE |
5728 WINED3DTEXOPCAPS_ADDSIGNED2X |
5729 WINED3DTEXOPCAPS_ADDSIGNED |
5730 WINED3DTEXOPCAPS_ADD |
5731 WINED3DTEXOPCAPS_SUBTRACT |
5732 WINED3DTEXOPCAPS_ADDSMOOTH |
5733 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5734 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5735 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5736 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5737 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5738 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5739 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5740 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5741 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5742 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5743 WINED3DTEXOPCAPS_MULTIPLYADD |
5744 WINED3DTEXOPCAPS_LERP |
5745 WINED3DTEXOPCAPS_BUMPENVMAP |
5746 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5748 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5750 caps->MaxTextureBlendStages = 8;
5751 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5754 static void state_texfactor_arbfp(struct wined3d_context *context,
5755 const struct wined3d_state *state, DWORD state_id)
5757 struct wined3d_device *device = context->swapchain->device;
5758 const struct wined3d_gl_info *gl_info = context->gl_info;
5759 float col[4];
5761 /* Don't load the parameter if we're using an arbfp pixel shader,
5762 * otherwise we'll overwrite application provided constants. */
5763 if (device->shader_backend == &arb_program_shader_backend)
5765 struct shader_arb_priv *priv;
5767 if (use_ps(state)) return;
5769 priv = device->shader_priv;
5770 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5771 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5774 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5775 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5776 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5779 static void state_arb_specularenable(struct wined3d_context *context,
5780 const struct wined3d_state *state, DWORD state_id)
5782 struct wined3d_device *device = context->swapchain->device;
5783 const struct wined3d_gl_info *gl_info = context->gl_info;
5784 float col[4];
5786 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5787 * application provided constants
5789 if (device->shader_backend == &arb_program_shader_backend)
5791 struct shader_arb_priv *priv;
5793 if (use_ps(state)) return;
5795 priv = device->shader_priv;
5796 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5797 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5800 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5802 /* The specular color has no alpha */
5803 col[0] = 1.0f; col[1] = 1.0f;
5804 col[2] = 1.0f; col[3] = 0.0f;
5805 } else {
5806 col[0] = 0.0f; col[1] = 0.0f;
5807 col[2] = 0.0f; col[3] = 0.0f;
5809 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5810 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5813 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5815 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5816 struct wined3d_device *device = context->swapchain->device;
5817 const struct wined3d_gl_info *gl_info = context->gl_info;
5818 float mat[2][2];
5820 if (use_ps(state))
5822 /* The pixel shader has to know the bump env matrix. Do a constants
5823 * update. */
5824 if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
5825 context->load_constants = 1;
5827 if(device->shader_backend == &arb_program_shader_backend) {
5828 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5829 return;
5832 else if (device->shader_backend == &arb_program_shader_backend)
5834 struct shader_arb_priv *priv = device->shader_priv;
5835 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5836 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5839 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5840 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5841 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5842 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5844 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5845 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5848 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5849 const struct wined3d_state *state, DWORD state_id)
5851 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5852 struct wined3d_device *device = context->swapchain->device;
5853 const struct wined3d_gl_info *gl_info = context->gl_info;
5854 float param[4];
5856 if (use_ps(state))
5858 /* The pixel shader has to know the luminance offset. Do a constants
5859 * update. */
5860 if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
5861 context->load_constants = 1;
5863 if(device->shader_backend == &arb_program_shader_backend) {
5864 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5865 return;
5868 else if (device->shader_backend == &arb_program_shader_backend)
5870 struct shader_arb_priv *priv = device->shader_priv;
5871 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5872 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5875 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5876 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5877 param[2] = 0.0f;
5878 param[3] = 0.0f;
5880 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5881 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5884 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5886 const char *ret;
5888 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5890 switch(arg & WINED3DTA_SELECTMASK) {
5891 case WINED3DTA_DIFFUSE:
5892 ret = "fragment.color.primary"; break;
5894 case WINED3DTA_CURRENT:
5895 if (!stage) ret = "fragment.color.primary";
5896 else ret = "ret";
5897 break;
5899 case WINED3DTA_TEXTURE:
5900 switch(stage) {
5901 case 0: ret = "tex0"; break;
5902 case 1: ret = "tex1"; break;
5903 case 2: ret = "tex2"; break;
5904 case 3: ret = "tex3"; break;
5905 case 4: ret = "tex4"; break;
5906 case 5: ret = "tex5"; break;
5907 case 6: ret = "tex6"; break;
5908 case 7: ret = "tex7"; break;
5909 default: ret = "unknown texture";
5911 break;
5913 case WINED3DTA_TFACTOR:
5914 ret = "tfactor"; break;
5916 case WINED3DTA_SPECULAR:
5917 ret = "fragment.color.secondary"; break;
5919 case WINED3DTA_TEMP:
5920 ret = "tempreg"; break;
5922 case WINED3DTA_CONSTANT:
5923 FIXME("Implement perstage constants\n");
5924 switch(stage) {
5925 case 0: ret = "const0"; break;
5926 case 1: ret = "const1"; break;
5927 case 2: ret = "const2"; break;
5928 case 3: ret = "const3"; break;
5929 case 4: ret = "const4"; break;
5930 case 5: ret = "const5"; break;
5931 case 6: ret = "const6"; break;
5932 case 7: ret = "const7"; break;
5933 default: ret = "unknown constant";
5935 break;
5937 default:
5938 return "unknown";
5941 if(arg & WINED3DTA_COMPLEMENT) {
5942 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5943 if(argnum == 0) ret = "arg0";
5944 if(argnum == 1) ret = "arg1";
5945 if(argnum == 2) ret = "arg2";
5947 if(arg & WINED3DTA_ALPHAREPLICATE) {
5948 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5949 if(argnum == 0) ret = "arg0";
5950 if(argnum == 1) ret = "arg1";
5951 if(argnum == 2) ret = "arg2";
5953 return ret;
5956 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5957 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5959 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5960 unsigned int mul = 1;
5962 if(color && alpha) dstmask = "";
5963 else if(color) dstmask = ".xyz";
5964 else dstmask = ".w";
5966 if(dst == tempreg) dstreg = "tempreg";
5967 else dstreg = "ret";
5969 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5970 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5971 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5973 switch (op)
5975 case WINED3D_TOP_DISABLE:
5976 if (!stage)
5977 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5978 break;
5980 case WINED3D_TOP_SELECT_ARG2:
5981 arg1 = arg2;
5982 /* FALLTHROUGH */
5983 case WINED3D_TOP_SELECT_ARG1:
5984 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5985 break;
5987 case WINED3D_TOP_MODULATE_4X:
5988 mul = 2;
5989 /* FALLTHROUGH */
5990 case WINED3D_TOP_MODULATE_2X:
5991 mul *= 2;
5992 /* FALLTHROUGH */
5993 case WINED3D_TOP_MODULATE:
5994 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5995 break;
5997 case WINED3D_TOP_ADD_SIGNED_2X:
5998 mul = 2;
5999 /* FALLTHROUGH */
6000 case WINED3D_TOP_ADD_SIGNED:
6001 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6002 arg2 = "arg2";
6003 /* FALLTHROUGH */
6004 case WINED3D_TOP_ADD:
6005 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6006 break;
6008 case WINED3D_TOP_SUBTRACT:
6009 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6010 break;
6012 case WINED3D_TOP_ADD_SMOOTH:
6013 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6014 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6015 break;
6017 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6018 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6019 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6020 break;
6021 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6022 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6023 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6024 break;
6025 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6026 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6027 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6028 break;
6029 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6030 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6031 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6032 break;
6034 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6035 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6036 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6037 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6038 break;
6040 /* D3DTOP_PREMODULATE ???? */
6042 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6043 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6044 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6045 break;
6046 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6047 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6048 break;
6049 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6050 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6051 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6052 break;
6053 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6054 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6055 break;
6057 case WINED3D_TOP_DOTPRODUCT3:
6058 mul = 4;
6059 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6060 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6061 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6062 break;
6064 case WINED3D_TOP_MULTIPLY_ADD:
6065 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6066 break;
6068 case WINED3D_TOP_LERP:
6069 /* The msdn is not quite right here */
6070 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6071 break;
6073 case WINED3D_TOP_BUMPENVMAP:
6074 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6075 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6076 break;
6078 default:
6079 FIXME("Unhandled texture op %08x\n", op);
6082 if (mul == 2)
6083 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6084 else if (mul == 4)
6085 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6088 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6090 unsigned int stage;
6091 struct wined3d_shader_buffer buffer;
6092 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6093 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6094 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6095 UINT lowest_disabled_stage;
6096 const char *textype;
6097 const char *instr, *sat;
6098 char colorcor_dst[8];
6099 GLuint ret;
6100 DWORD arg0, arg1, arg2;
6101 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6102 BOOL op_equal;
6103 const char *final_combiner_src = "ret";
6104 GLint pos;
6106 /* Find out which textures are read */
6107 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6109 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6110 break;
6111 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6112 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6113 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6114 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6115 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6116 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6118 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6119 tex_read[stage] = TRUE;
6120 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6121 tex_read[stage] = TRUE;
6122 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6124 bump_used[stage] = TRUE;
6125 tex_read[stage] = TRUE;
6127 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6129 bump_used[stage] = TRUE;
6130 tex_read[stage] = TRUE;
6131 luminance_used[stage] = TRUE;
6133 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6135 tfactor_used = TRUE;
6138 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6139 tfactor_used = TRUE;
6142 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6143 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6144 tempreg_used = TRUE;
6147 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6148 continue;
6149 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6150 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6151 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6152 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6153 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6154 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6156 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6157 tempreg_used = TRUE;
6159 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6160 tfactor_used = TRUE;
6163 lowest_disabled_stage = stage;
6165 /* Shader header */
6166 if (!shader_buffer_init(&buffer))
6168 ERR("Failed to initialize shader buffer.\n");
6169 return 0;
6172 shader_addline(&buffer, "!!ARBfp1.0\n");
6174 switch(settings->fog) {
6175 case FOG_OFF: break;
6176 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6177 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6178 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6179 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6182 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6183 shader_addline(&buffer, "TEMP TMP;\n");
6184 shader_addline(&buffer, "TEMP ret;\n");
6185 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6186 shader_addline(&buffer, "TEMP arg0;\n");
6187 shader_addline(&buffer, "TEMP arg1;\n");
6188 shader_addline(&buffer, "TEMP arg2;\n");
6189 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6190 if(!tex_read[stage]) continue;
6191 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6192 if(!bump_used[stage]) continue;
6193 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6194 if(!luminance_used[stage]) continue;
6195 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6197 if(tfactor_used) {
6198 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6200 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6202 if(settings->sRGB_write) {
6203 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6204 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6205 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6206 srgb_sub_high, 0.0, 0.0, 0.0);
6209 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6210 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6212 /* Generate texture sampling instructions) */
6213 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6215 if (!tex_read[stage])
6216 continue;
6218 switch(settings->op[stage].tex_type) {
6219 case tex_1d: textype = "1D"; break;
6220 case tex_2d: textype = "2D"; break;
6221 case tex_3d: textype = "3D"; break;
6222 case tex_cube: textype = "CUBE"; break;
6223 case tex_rect: textype = "RECT"; break;
6224 default: textype = "unexpected_textype"; break;
6227 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
6228 || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6229 sat = "";
6230 else
6231 sat = "_SAT";
6233 if(settings->op[stage].projected == proj_none) {
6234 instr = "TEX";
6235 } else if(settings->op[stage].projected == proj_count4 ||
6236 settings->op[stage].projected == proj_count3) {
6237 instr = "TXP";
6238 } else {
6239 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6240 instr = "TXP";
6243 if (stage > 0
6244 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6245 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6247 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6248 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6249 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6250 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6252 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6253 * so multiply the displacement with the dividing parameter before passing it to TXP
6255 if (settings->op[stage].projected != proj_none) {
6256 if(settings->op[stage].projected == proj_count4) {
6257 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6258 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6259 } else {
6260 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6261 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6263 } else {
6264 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6267 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6268 instr, sat, stage, stage, textype);
6269 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6271 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6272 stage - 1, stage - 1, stage - 1);
6273 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6275 } else if(settings->op[stage].projected == proj_count3) {
6276 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6277 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6278 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6279 instr, sat, stage, stage, textype);
6280 } else {
6281 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6282 instr, sat, stage, stage, stage, textype);
6285 sprintf(colorcor_dst, "tex%u", stage);
6286 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6287 settings->op[stage].color_fixup);
6290 /* Generate the main shader */
6291 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6293 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6295 if (!stage)
6296 final_combiner_src = "fragment.color.primary";
6297 break;
6300 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6301 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6302 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6303 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6304 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6305 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6306 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6307 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6308 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6309 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6310 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6311 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6312 else
6313 op_equal = settings->op[stage].aop == settings->op[stage].cop
6314 && settings->op[stage].carg0 == settings->op[stage].aarg0
6315 && settings->op[stage].carg1 == settings->op[stage].aarg1
6316 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6318 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6320 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6321 settings->op[stage].cop, settings->op[stage].carg0,
6322 settings->op[stage].carg1, settings->op[stage].carg2);
6323 if (!stage)
6324 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6326 else if (op_equal)
6328 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6329 settings->op[stage].cop, settings->op[stage].carg0,
6330 settings->op[stage].carg1, settings->op[stage].carg2);
6331 } else {
6332 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6333 settings->op[stage].cop, settings->op[stage].carg0,
6334 settings->op[stage].carg1, settings->op[stage].carg2);
6335 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6336 settings->op[stage].aop, settings->op[stage].aarg0,
6337 settings->op[stage].aarg1, settings->op[stage].aarg2);
6341 if(settings->sRGB_write) {
6342 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6343 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6344 shader_addline(&buffer, "MOV result.color, ret;\n");
6345 } else {
6346 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6349 /* Footer */
6350 shader_addline(&buffer, "END\n");
6352 /* Generate the shader */
6353 GL_EXTCALL(glGenProgramsARB(1, &ret));
6354 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6355 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6356 strlen(buffer.buffer), buffer.buffer));
6357 checkGLcall("glProgramStringARB()");
6359 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6360 if (pos != -1)
6362 FIXME("Fragment program error at position %d: %s\n\n", pos,
6363 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6364 shader_arb_dump_program_source(buffer.buffer);
6366 else
6368 GLint native;
6370 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6371 checkGLcall("glGetProgramivARB()");
6372 if (!native) WARN("Program exceeds native resource limits.\n");
6375 shader_buffer_free(&buffer);
6376 return ret;
6379 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6381 const struct wined3d_device *device = context->swapchain->device;
6382 const struct wined3d_gl_info *gl_info = context->gl_info;
6383 struct shader_arb_priv *priv = device->fragment_priv;
6384 BOOL use_pshader = use_ps(state);
6385 struct ffp_frag_settings settings;
6386 const struct arbfp_ffp_desc *desc;
6387 unsigned int i;
6389 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6391 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6393 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6395 /* Reload fixed function constants since they collide with the
6396 * pixel shader constants. */
6397 for (i = 0; i < MAX_TEXTURES; ++i)
6399 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6401 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6402 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6404 else if (use_pshader)
6406 context->select_shader = 1;
6408 return;
6411 if (!use_pshader)
6413 /* Find or create a shader implementing the fixed function pipeline
6414 * settings, then activate it. */
6415 gen_ffp_frag_op(context, state, &settings, FALSE);
6416 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6417 if(!desc) {
6418 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6419 if (!new_desc)
6421 ERR("Out of memory\n");
6422 return;
6425 new_desc->parent.settings = settings;
6426 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6427 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6428 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6429 desc = new_desc;
6432 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6433 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6434 * deactivate it.
6436 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6437 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6438 priv->current_fprogram_id = desc->shader;
6440 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6442 /* Reload fixed function constants since they collide with the
6443 * pixel shader constants. */
6444 for (i = 0; i < MAX_TEXTURES; ++i)
6446 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6448 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6449 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6451 context->last_was_pshader = FALSE;
6452 } else {
6453 context->last_was_pshader = TRUE;
6456 context->select_shader = 1;
6457 context->load_constants = 1;
6460 /* We can't link the fog states to the fragment state directly since the
6461 * vertex pipeline links them to FOGENABLE. A different linking in different
6462 * pipeline parts can't be expressed in the combined state table, so we need
6463 * to handle that with a forwarding function. The other invisible side effect
6464 * is that changing the fog start and fog end (which links to FOGENABLE in
6465 * vertex) results in the fragment_prog_arbfp function being called because
6466 * FOGENABLE is dirty, which calls this function here. */
6467 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6469 enum fogsource new_source;
6471 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6473 if (!isStateDirty(context, STATE_PIXELSHADER))
6474 fragment_prog_arbfp(context, state, state_id);
6476 if (!state->render_states[WINED3D_RS_FOGENABLE])
6477 return;
6479 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6481 if (use_vs(state))
6483 new_source = FOGSOURCE_VS;
6485 else
6487 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6488 new_source = FOGSOURCE_COORD;
6489 else
6490 new_source = FOGSOURCE_FFP;
6493 else
6495 new_source = FOGSOURCE_FFP;
6498 if (new_source != context->fog_source)
6500 context->fog_source = new_source;
6501 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6505 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6507 if (!isStateDirty(context, STATE_PIXELSHADER))
6508 fragment_prog_arbfp(context, state, state_id);
6511 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6513 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6514 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6515 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6516 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6517 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6518 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6519 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6520 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6521 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6522 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6523 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6524 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6525 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6526 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6527 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6528 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6529 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6530 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6531 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6532 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6533 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6534 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6535 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6536 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6537 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6538 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6539 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6540 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6541 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6542 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6543 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6544 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6545 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6546 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6547 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6548 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6549 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6550 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6551 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6552 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6553 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6554 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6555 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6556 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6557 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6558 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6559 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6560 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6561 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6562 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6563 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6564 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6565 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6566 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6567 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6568 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6569 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6570 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6571 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6572 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6573 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6574 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6575 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6576 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6577 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6578 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6579 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6580 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6581 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6582 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6583 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6584 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6585 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6586 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6587 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6588 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6589 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6590 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6591 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6592 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6593 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6594 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6595 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6596 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6597 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6598 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6599 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6600 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6601 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6602 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6603 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6604 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6605 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6606 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6607 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6608 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6609 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6610 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6611 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6612 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6613 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6614 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6615 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6616 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6617 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6618 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6619 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6620 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6621 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6622 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6623 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6624 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6625 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6626 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6627 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6628 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6629 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6630 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6631 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6632 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6633 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6634 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6635 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6636 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6637 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6638 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6639 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6640 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6641 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6642 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6643 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6644 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6645 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6646 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6647 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6648 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6649 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6650 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6651 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6652 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6653 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6656 const struct fragment_pipeline arbfp_fragment_pipeline = {
6657 arbfp_enable,
6658 arbfp_get_caps,
6659 arbfp_alloc,
6660 arbfp_free,
6661 shader_arb_color_fixup_supported,
6662 arbfp_fragmentstate_template,
6665 struct arbfp_blit_priv {
6666 GLenum yuy2_rect_shader, yuy2_2d_shader;
6667 GLenum uyvy_rect_shader, uyvy_2d_shader;
6668 GLenum yv12_rect_shader, yv12_2d_shader;
6669 GLenum p8_rect_shader, p8_2d_shader;
6670 GLuint palette_texture;
6673 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6675 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6676 if(!device->blit_priv) {
6677 ERR("Out of memory\n");
6678 return E_OUTOFMEMORY;
6680 return WINED3D_OK;
6683 /* Context activation is done by the caller. */
6684 static void arbfp_blit_free(struct wined3d_device *device)
6686 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6687 struct arbfp_blit_priv *priv = device->blit_priv;
6689 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6690 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6691 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6692 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6693 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6694 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6695 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6696 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6697 checkGLcall("Delete yuv and p8 programs");
6699 if (priv->palette_texture)
6700 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6702 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6703 device->blit_priv = NULL;
6706 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6707 GLenum textype, char *luminance)
6709 char chroma;
6710 const char *tex, *texinstr;
6712 if (fixup == COMPLEX_FIXUP_UYVY) {
6713 chroma = 'x';
6714 *luminance = 'w';
6715 } else {
6716 chroma = 'w';
6717 *luminance = 'x';
6719 switch(textype) {
6720 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6721 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6722 default:
6723 /* This is more tricky than just replacing the texture type - we have to navigate
6724 * properly in the texture to find the correct chroma values
6726 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6727 return FALSE;
6730 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6731 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6732 * filtering when we sample the texture.
6734 * These are the rules for reading the chroma:
6736 * Even pixel: Cr
6737 * Even pixel: U
6738 * Odd pixel: V
6740 * So we have to get the sampling x position in non-normalized coordinates in integers
6742 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6743 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6744 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6745 } else {
6746 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6748 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6749 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6750 * 0.5, so add 0.5.
6752 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6753 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6755 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6756 * even and odd pixels respectively
6758 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6759 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6761 /* Sample Pixel 1 */
6762 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6764 /* Put the value into either of the chroma values */
6765 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6766 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6767 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6768 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6770 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6771 * the pixel right to the current one. Otherwise, sample the left pixel.
6772 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6774 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6775 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6776 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6778 /* Put the value into the other chroma */
6779 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6780 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6781 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6782 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6784 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6785 * the current one and lerp the two U and V values
6788 /* This gives the correctly filtered luminance value */
6789 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6791 return TRUE;
6794 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6796 const char *tex;
6798 switch(textype) {
6799 case GL_TEXTURE_2D: tex = "2D"; break;
6800 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6801 default:
6802 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6803 return FALSE;
6806 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6807 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6808 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6809 * pitch of the luminance plane, the packing into the gl texture is a bit
6810 * unfortunate. If the whole texture is interpreted as luminance data it looks
6811 * approximately like this:
6813 * +----------------------------------+----
6814 * | |
6815 * | |
6816 * | |
6817 * | |
6818 * | | 2
6819 * | LUMINANCE | -
6820 * | | 3
6821 * | |
6822 * | |
6823 * | |
6824 * | |
6825 * +----------------+-----------------+----
6826 * | | |
6827 * | U even rows | U odd rows |
6828 * | | | 1
6829 * +----------------+------------------ -
6830 * | | | 3
6831 * | V even rows | V odd rows |
6832 * | | |
6833 * +----------------+-----------------+----
6834 * | | |
6835 * | 0.5 | 0.5 |
6837 * So it appears as if there are 4 chroma images, but in fact the odd rows
6838 * in the chroma images are in the same row as the even ones. So its is
6839 * kinda tricky to read
6841 * When reading from rectangle textures, keep in mind that the input y coordinates
6842 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6844 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6845 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6847 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6848 /* the chroma planes have only half the width */
6849 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6851 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6852 * the coordinate. Also read the right side of the image when reading odd lines
6854 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6855 * bleeding
6857 if(textype == GL_TEXTURE_2D) {
6859 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6861 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6863 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6864 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6866 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6867 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6868 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6869 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6870 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6872 /* clamp, keep the half pixel origin in mind */
6873 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6874 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6875 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6876 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6877 } else {
6878 /* Read from [size - size+size/4] */
6879 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6880 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6882 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6883 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6884 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6885 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6886 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6887 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6889 /* Make sure to read exactly from the pixel center */
6890 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6891 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6893 /* Clamp */
6894 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6895 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6896 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6897 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6898 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6900 /* Read the texture, put the result into the output register */
6901 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6902 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6904 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6905 * No need to clamp because we're just reusing the already clamped value from above
6907 if(textype == GL_TEXTURE_2D) {
6908 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6909 } else {
6910 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6912 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6913 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6915 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6916 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6917 * values due to filtering
6919 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6920 if(textype == GL_TEXTURE_2D) {
6921 /* Multiply the y coordinate by 2/3 and clamp it */
6922 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6923 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6924 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6925 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6926 } else {
6927 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6928 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6929 * is bigger
6931 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6932 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6933 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6935 *luminance = 'a';
6937 return TRUE;
6940 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6941 const struct wined3d_gl_info *gl_info, GLenum textype)
6943 GLenum shader;
6944 struct wined3d_shader_buffer buffer;
6945 GLint pos;
6947 /* Shader header */
6948 if (!shader_buffer_init(&buffer))
6950 ERR("Failed to initialize shader buffer.\n");
6951 return 0;
6954 GL_EXTCALL(glGenProgramsARB(1, &shader));
6955 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6956 if (!shader)
6958 shader_buffer_free(&buffer);
6959 return 0;
6962 shader_addline(&buffer, "!!ARBfp1.0\n");
6963 shader_addline(&buffer, "TEMP index;\n");
6965 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6966 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6968 /* The alpha-component contains the palette index */
6969 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6970 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6971 else
6972 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6974 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6975 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6977 /* Use the alpha-component as an index in the palette to get the final color */
6978 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6979 shader_addline(&buffer, "END\n");
6981 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6982 strlen(buffer.buffer), buffer.buffer));
6983 checkGLcall("glProgramStringARB()");
6985 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6986 if (pos != -1)
6988 FIXME("Fragment program error at position %d: %s\n\n", pos,
6989 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6990 shader_arb_dump_program_source(buffer.buffer);
6993 if (textype == GL_TEXTURE_RECTANGLE_ARB)
6994 priv->p8_rect_shader = shader;
6995 else
6996 priv->p8_2d_shader = shader;
6998 shader_buffer_free(&buffer);
7000 return shader;
7003 /* Context activation is done by the caller. */
7004 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
7006 BYTE table[256][4];
7007 struct wined3d_device *device = surface->resource.device;
7008 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7009 struct arbfp_blit_priv *priv = device->blit_priv;
7010 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) != 0;
7012 d3dfmt_p8_init_palette(surface, table, colorkey);
7014 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7016 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
7017 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
7020 if (!priv->palette_texture)
7021 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7023 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
7024 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7026 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7028 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7029 /* Make sure we have discrete color levels. */
7030 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7031 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7032 /* Upload the palette */
7033 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7034 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7036 if (gl_info->supported[APPLE_CLIENT_STORAGE])
7038 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
7039 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
7042 /* Switch back to unit 0 in which the 2D texture will be stored. */
7043 context_active_texture(context, gl_info, 0);
7046 /* Context activation is done by the caller. */
7047 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7048 enum complex_fixup yuv_fixup, GLenum textype)
7050 GLenum shader;
7051 struct wined3d_shader_buffer buffer;
7052 char luminance_component;
7053 GLint pos;
7055 /* Shader header */
7056 if (!shader_buffer_init(&buffer))
7058 ERR("Failed to initialize shader buffer.\n");
7059 return 0;
7062 GL_EXTCALL(glGenProgramsARB(1, &shader));
7063 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7064 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7065 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7066 if (!shader)
7068 shader_buffer_free(&buffer);
7069 return 0;
7072 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7073 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7074 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7075 * each single pixel it contains, and one U and one V value shared between both
7076 * pixels.
7078 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7079 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7080 * take the format into account when generating the read swizzles
7082 * Reading the Y value is straightforward - just sample the texture. The hardware
7083 * takes care of filtering in the horizontal and vertical direction.
7085 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7086 * because that would mix the U and V values of one pixel or two adjacent pixels.
7087 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7088 * regardless of the filtering setting. Vertical filtering works automatically
7089 * though - the U and V values of two rows are mixed nicely.
7091 * Apart of avoiding filtering issues, the code has to know which value it just
7092 * read, and where it can find the other one. To determine this, it checks if
7093 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7095 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7096 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7098 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7099 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7100 * in an unfiltered situation. Finding the luminance on the other hand requires
7101 * finding out if it is an odd or even pixel. The real drawback of this approach
7102 * is filtering. This would have to be emulated completely in the shader, reading
7103 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7104 * vertically. Beyond that it would require adjustments to the texture handling
7105 * code to deal with the width scaling
7107 shader_addline(&buffer, "!!ARBfp1.0\n");
7108 shader_addline(&buffer, "TEMP luminance;\n");
7109 shader_addline(&buffer, "TEMP temp;\n");
7110 shader_addline(&buffer, "TEMP chroma;\n");
7111 shader_addline(&buffer, "TEMP texcrd;\n");
7112 shader_addline(&buffer, "TEMP texcrd2;\n");
7113 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7114 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7115 shader_addline(&buffer, "PARAM size = program.local[0];\n");
7117 switch (yuv_fixup)
7119 case COMPLEX_FIXUP_UYVY:
7120 case COMPLEX_FIXUP_YUY2:
7121 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7123 shader_buffer_free(&buffer);
7124 return 0;
7126 break;
7128 case COMPLEX_FIXUP_YV12:
7129 if (!gen_yv12_read(&buffer, textype, &luminance_component))
7131 shader_buffer_free(&buffer);
7132 return 0;
7134 break;
7136 default:
7137 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7138 shader_buffer_free(&buffer);
7139 return 0;
7142 /* Calculate the final result. Formula is taken from
7143 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7144 * ranges from -0.5 to 0.5
7146 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7148 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7149 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7150 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7151 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7152 shader_addline(&buffer, "END\n");
7154 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7155 strlen(buffer.buffer), buffer.buffer));
7156 checkGLcall("glProgramStringARB()");
7158 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7159 if (pos != -1)
7161 FIXME("Fragment program error at position %d: %s\n\n", pos,
7162 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7163 shader_arb_dump_program_source(buffer.buffer);
7165 else
7167 GLint native;
7169 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7170 checkGLcall("glGetProgramivARB()");
7171 if (!native) WARN("Program exceeds native resource limits.\n");
7174 shader_buffer_free(&buffer);
7176 switch (yuv_fixup)
7178 case COMPLEX_FIXUP_YUY2:
7179 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7180 else priv->yuy2_2d_shader = shader;
7181 break;
7183 case COMPLEX_FIXUP_UYVY:
7184 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7185 else priv->uyvy_2d_shader = shader;
7186 break;
7188 case COMPLEX_FIXUP_YV12:
7189 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7190 else priv->yv12_2d_shader = shader;
7191 break;
7192 default:
7193 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7196 return shader;
7199 /* Context activation is done by the caller. */
7200 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7202 GLenum shader;
7203 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7204 struct arbfp_blit_priv *priv = blit_priv;
7205 enum complex_fixup fixup;
7206 const struct wined3d_gl_info *gl_info = context->gl_info;
7207 GLenum textype;
7209 if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
7210 textype = surface->container.u.texture->target;
7211 else
7212 textype = surface->texture_target;
7214 if (surface->flags & SFLAG_CONVERTED)
7216 gl_info->gl_ops.gl.p_glEnable(textype);
7217 checkGLcall("glEnable(textype)");
7218 return WINED3D_OK;
7221 if (!is_complex_fixup(surface->resource.format->color_fixup))
7223 TRACE("Fixup:\n");
7224 dump_color_fixup_desc(surface->resource.format->color_fixup);
7225 /* Don't bother setting up a shader for unconverted formats */
7226 gl_info->gl_ops.gl.p_glEnable(textype);
7227 checkGLcall("glEnable(textype)");
7228 return WINED3D_OK;
7231 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7233 switch(fixup)
7235 case COMPLEX_FIXUP_YUY2:
7236 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7237 break;
7239 case COMPLEX_FIXUP_UYVY:
7240 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7241 break;
7243 case COMPLEX_FIXUP_YV12:
7244 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7245 break;
7247 case COMPLEX_FIXUP_P8:
7248 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7249 if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7251 upload_palette(surface, context);
7252 break;
7254 default:
7255 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7256 gl_info->gl_ops.gl.p_glEnable(textype);
7257 checkGLcall("glEnable(textype)");
7258 return E_NOTIMPL;
7261 if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7263 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7264 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7265 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7266 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7267 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7268 checkGLcall("glProgramLocalParameter4fvARB");
7270 return WINED3D_OK;
7273 /* Context activation is done by the caller. */
7274 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7276 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7277 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7278 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
7279 checkGLcall("glDisable(GL_TEXTURE_2D)");
7280 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7282 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7283 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7285 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7287 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
7288 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7292 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7293 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7294 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7296 enum complex_fixup src_fixup;
7298 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7299 return FALSE;
7301 if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7303 TRACE("Unsupported blit_op=%d\n", blit_op);
7304 return FALSE;
7307 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7308 return FALSE;
7310 src_fixup = get_complex_fixup(src_format->color_fixup);
7311 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7313 TRACE("Checking support for fixup:\n");
7314 dump_color_fixup_desc(src_format->color_fixup);
7317 if (!is_identity_fixup(dst_format->color_fixup))
7319 TRACE("Destination fixups are not supported\n");
7320 return FALSE;
7323 if (is_identity_fixup(src_format->color_fixup))
7325 TRACE("[OK]\n");
7326 return TRUE;
7329 /* We only support YUV conversions. */
7330 if (!is_complex_fixup(src_format->color_fixup))
7332 TRACE("[FAILED]\n");
7333 return FALSE;
7336 switch(src_fixup)
7338 case COMPLEX_FIXUP_YUY2:
7339 case COMPLEX_FIXUP_UYVY:
7340 case COMPLEX_FIXUP_YV12:
7341 case COMPLEX_FIXUP_P8:
7342 TRACE("[OK]\n");
7343 return TRUE;
7345 default:
7346 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7347 TRACE("[FAILED]\n");
7348 return FALSE;
7352 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7353 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7354 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7356 struct wined3d_context *context;
7357 RECT src_rect = *src_rect_in;
7358 RECT dst_rect = *dst_rect_in;
7360 /* Now load the surface */
7361 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7362 && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
7364 /* Without FBO blits transferring from the drawable to the texture is
7365 * expensive, because we have to flip the data in sysmem. Since we can
7366 * flip in the blitter, we don't actually need that flip anyway. So we
7367 * use the surface's texture as scratch texture, and flip the source
7368 * rectangle instead. */
7369 surface_load_fb_texture(src_surface, FALSE);
7371 src_rect.top = src_surface->resource.height - src_rect.top;
7372 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7374 else
7375 surface_internal_preload(src_surface, SRGB_RGB);
7377 /* Activate the destination context, set it up for blitting */
7378 context = context_acquire(device, dst_surface);
7379 context_apply_blit_state(context, device);
7381 if (!surface_is_offscreen(dst_surface))
7382 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7384 arbfp_blit_set(device->blit_priv, context, src_surface);
7386 /* Draw a textured quad */
7387 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7389 /* Leave the opengl state valid for blitting */
7390 arbfp_blit_unset(context->gl_info);
7392 if (wined3d_settings.strict_draw_ordering
7393 || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7394 && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
7395 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7397 context_release(context);
7399 surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
7400 return WINED3D_OK;
7403 /* Do not call while under the GL lock. */
7404 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7405 const RECT *dst_rect, const struct wined3d_color *color)
7407 FIXME("Color filling not implemented by arbfp_blit\n");
7408 return WINED3DERR_INVALIDCALL;
7411 /* Do not call while under the GL lock. */
7412 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7413 struct wined3d_surface *surface, const RECT *rect, float depth)
7415 FIXME("Depth filling not implemented by arbfp_blit.\n");
7416 return WINED3DERR_INVALIDCALL;
7419 const struct blit_shader arbfp_blit = {
7420 arbfp_blit_alloc,
7421 arbfp_blit_free,
7422 arbfp_blit_set,
7423 arbfp_blit_unset,
7424 arbfp_blit_supported,
7425 arbfp_blit_color_fill,
7426 arbfp_blit_depth_fill,