comctl32: Use SetRect() instead of open coding it.
[wine.git] / dlls / wined3d / arb_program_shader.c
blob266f5f50e9203b9e0e380c4ca413b8d38b7f31ae
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
33 #include <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);
41 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
43 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
45 return type == WINED3D_SHADER_TYPE_PIXEL;
48 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
50 return type == WINED3D_SHADER_TYPE_VERTEX;
53 static const char *get_line(const char **ptr)
55 const 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 *ptr = q + 1;
66 return p;
69 enum arb_helper_value
71 ARB_ZERO,
72 ARB_ONE,
73 ARB_TWO,
74 ARB_0001,
75 ARB_EPS,
77 ARB_VS_REL_OFFSET
80 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
82 if (shader != WINED3D_SHADER_TYPE_VERTEX && shader != WINED3D_SHADER_TYPE_PIXEL)
84 ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader));
85 return "bad";
88 if (shader == WINED3D_SHADER_TYPE_PIXEL)
90 switch (value)
92 case ARB_ZERO: return "ps_helper_const.x";
93 case ARB_ONE: return "ps_helper_const.y";
94 case ARB_TWO: return "coefmul.x";
95 case ARB_0001: return "ps_helper_const.xxxy";
96 case ARB_EPS: return "ps_helper_const.z";
97 default: break;
100 else
102 switch (value)
104 case ARB_ZERO: return "helper_const.x";
105 case ARB_ONE: return "helper_const.y";
106 case ARB_TWO: return "helper_const.z";
107 case ARB_EPS: return "helper_const.w";
108 case ARB_0001: return "helper_const.xxxy";
109 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
112 FIXME("Unmanaged %s shader helper constant requested: %u.\n",
113 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
114 switch (value)
116 case ARB_ZERO: return "0.0";
117 case ARB_ONE: return "1.0";
118 case ARB_TWO: return "2.0";
119 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
120 case ARB_EPS: return "1e-8";
121 default: return "bad";
125 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
127 return context->lowest_disabled_stage < 7;
130 /* ARB_program_shader private data */
132 struct control_frame
134 struct list entry;
135 enum
138 IFC,
139 LOOP,
141 } type;
142 BOOL muting;
143 BOOL outer_loop;
144 union
146 unsigned int loop;
147 unsigned int ifc;
148 } no;
149 struct wined3d_shader_loop_control loop_control;
150 BOOL had_else;
153 struct arb_ps_np2fixup_info
155 struct ps_np2fixup_info super;
156 /* For ARB we need an offset value:
157 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
158 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
159 * array we need an offset to the index inside the program local parameter array. */
160 UINT offset;
163 struct arb_ps_compile_args
165 struct ps_compile_args super;
166 WORD bools;
167 WORD clip; /* only a boolean, use a WORD for alignment */
168 unsigned char loop_ctrl[MAX_CONST_I][3];
171 struct stb_const_desc
173 unsigned char texunit;
174 UINT const_num;
177 struct arb_ps_compiled_shader
179 struct arb_ps_compile_args args;
180 struct arb_ps_np2fixup_info np2fixup_info;
181 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
182 struct stb_const_desc luminanceconst[MAX_TEXTURES];
183 UINT int_consts[MAX_CONST_I];
184 GLuint prgId;
185 UINT ycorrection;
186 unsigned char numbumpenvmatconsts;
187 char num_int_consts;
190 struct arb_vs_compile_args
192 struct vs_compile_args super;
193 union
195 struct
197 WORD bools;
198 unsigned char clip_texcoord;
199 unsigned char clipplane_mask;
200 } boolclip;
201 DWORD boolclip_compare;
202 } clip;
203 DWORD ps_signature;
204 union
206 unsigned char samplers[4];
207 DWORD samplers_compare;
208 } vertex;
209 unsigned char loop_ctrl[MAX_CONST_I][3];
212 struct arb_vs_compiled_shader
214 struct arb_vs_compile_args args;
215 GLuint prgId;
216 UINT int_consts[MAX_CONST_I];
217 char num_int_consts;
218 char need_color_unclamp;
219 UINT pos_fixup;
222 struct recorded_instruction
224 struct wined3d_shader_instruction ins;
225 struct list entry;
228 struct shader_arb_ctx_priv
230 char addr_reg[20];
231 enum
233 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
234 ARB,
235 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
236 NV2,
237 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
239 } target_version;
241 const struct arb_vs_compile_args *cur_vs_args;
242 const struct arb_ps_compile_args *cur_ps_args;
243 const struct arb_ps_compiled_shader *compiled_fprog;
244 const struct arb_vs_compiled_shader *compiled_vprog;
245 struct arb_ps_np2fixup_info *cur_np2fixup_info;
246 struct list control_frames;
247 struct list record;
248 BOOL recording;
249 BOOL muted;
250 unsigned int num_loops, loop_depth, num_ifcs;
251 int aL;
252 BOOL ps_post_process;
254 unsigned int vs_clipplanes;
255 BOOL footer_written;
256 BOOL in_main_func;
258 /* For 3.0 vertex shaders */
259 const char *vs_output[MAX_REG_OUTPUT];
260 /* For 2.x and earlier vertex shaders */
261 const char *texcrd_output[8], *color_output[2], *fog_output;
263 /* 3.0 pshader input for compatibility with fixed function */
264 const char *ps_input[MAX_REG_INPUT];
267 struct ps_signature
269 struct wined3d_shader_signature sig;
270 DWORD idx;
271 struct wine_rb_entry entry;
274 struct arb_pshader_private {
275 struct arb_ps_compiled_shader *gl_shaders;
276 UINT num_gl_shaders, shader_array_size;
277 DWORD input_signature_idx;
278 DWORD clipplane_emulation;
279 BOOL clamp_consts;
282 struct arb_vshader_private {
283 struct arb_vs_compiled_shader *gl_shaders;
284 UINT num_gl_shaders, shader_array_size;
285 UINT rel_offset;
288 struct shader_arb_priv
290 GLuint current_vprogram_id;
291 GLuint current_fprogram_id;
292 const struct arb_ps_compiled_shader *compiled_fprog;
293 const struct arb_vs_compiled_shader *compiled_vprog;
294 GLuint depth_blt_vprogram_id;
295 GLuint depth_blt_fprogram_id_full[WINED3D_GL_RES_TYPE_COUNT];
296 GLuint depth_blt_fprogram_id_masked[WINED3D_GL_RES_TYPE_COUNT];
297 BOOL use_arbfp_fixed_func;
298 struct wine_rb_tree fragment_shaders;
299 BOOL last_ps_const_clamped;
300 BOOL last_vs_color_unclamp;
302 struct wine_rb_tree signature_tree;
303 DWORD ps_sig_number;
305 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
306 char *vshader_const_dirty, *pshader_const_dirty;
307 const struct wined3d_context *last_context;
309 const struct wined3d_vertex_pipe_ops *vertex_pipe;
310 const struct fragment_pipeline *fragment_pipe;
311 BOOL ffp_proj_control;
314 /* Context activation for state handlers is done by the caller. */
316 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
317 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
319 if (shader_data->rel_offset) return TRUE;
320 if (!reg_maps->usesmova) return FALSE;
321 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
324 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
325 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
327 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
328 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
331 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
332 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
334 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
335 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
336 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
337 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
338 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
339 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
340 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
341 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
342 return FALSE;
345 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
346 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
348 unsigned int ret = 1;
349 /* We use one PARAM for the pos fixup, and in some cases one to load
350 * some immediate values into the shader. */
351 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
352 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
353 return ret;
356 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
357 * When constant_list == NULL, it will load all the constants.
359 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
360 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
362 /* Context activation is done by the caller. */
363 static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *shader,
364 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
365 const struct wined3d_vec4 *constants, char *dirty_consts)
367 struct wined3d_shader_lconst *lconst;
368 unsigned int ret, i, j;
370 if (TRACE_ON(d3d_constants))
372 for (i = 0; i < max_constants; ++i)
374 if (!dirty_consts[i])
375 continue;
376 TRACE_(d3d_constants)("Loading constant %u: %s.\n", i, debug_vec4(&constants[i]));
380 i = 0;
382 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
383 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
385 float lcl_const[4];
386 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
387 * shaders, the first 8 constants are marked dirty for reload
389 for (; i < min(8, max_constants); ++i)
391 if (!dirty_consts[i])
392 continue;
393 dirty_consts[i] = 0;
395 if (constants[i].x > 1.0f)
396 lcl_const[0] = 1.0f;
397 else if (constants[i].x < -1.0f)
398 lcl_const[0] = -1.0f;
399 else
400 lcl_const[0] = constants[i].x;
402 if (constants[i].y > 1.0f)
403 lcl_const[1] = 1.0f;
404 else if (constants[i].y < -1.0f)
405 lcl_const[1] = -1.0f;
406 else
407 lcl_const[1] = constants[i].y;
409 if (constants[i].z > 1.0f)
410 lcl_const[2] = 1.0f;
411 else if (constants[i].z < -1.0f)
412 lcl_const[2] = -1.0f;
413 else
414 lcl_const[2] = constants[i].z;
416 if (constants[i].w > 1.0f)
417 lcl_const[3] = 1.0f;
418 else if (constants[i].w < -1.0f)
419 lcl_const[3] = -1.0f;
420 else
421 lcl_const[3] = constants[i].w;
423 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
426 /* If further constants are dirty, reload them without clamping.
428 * The alternative is not to touch them, but then we cannot reset the dirty constant count
429 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
430 * above would always re-check the first 8 constants since max_constant remains at the init
431 * value
435 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
437 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
438 * or just reloading *all* constants at once
440 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
442 for (; i < max_constants; ++i)
444 if (!dirty_consts[i])
445 continue;
447 /* Find the next block of dirty constants */
448 dirty_consts[i] = 0;
449 j = i;
450 for (++i; (i < max_constants) && dirty_consts[i]; ++i)
452 dirty_consts[i] = 0;
455 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, &constants[j].x));
458 else
460 for (; i < max_constants; ++i)
462 if (dirty_consts[i])
464 dirty_consts[i] = 0;
465 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i].x));
469 checkGLcall("glProgramEnvParameter4fvARB()");
471 /* Load immediate constants */
472 if (shader->load_local_constsF)
474 if (TRACE_ON(d3d_shader))
476 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
478 GLfloat* values = (GLfloat*)lconst->value;
479 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
480 values[0], values[1], values[2], values[3]);
483 /* Immediate constants are clamped for 1.X shaders at loading times */
484 ret = 0;
485 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
487 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
488 ret = max(ret, lconst->idx + 1);
489 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
491 checkGLcall("glProgramEnvParameter4fvARB()");
492 return ret; /* The loaded immediate constants need reloading for the next shader */
493 } else {
494 return 0; /* No constants are dirty now */
498 /* Loads the texture dimensions for NP2 fixup into the currently set
499 * ARB_[vertex/fragment]_programs. */
500 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
501 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
503 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
504 WORD active = fixup->super.active;
505 UINT i;
507 if (!active)
508 return;
510 for (i = 0; active; active >>= 1, ++i)
512 const struct wined3d_texture *tex = state->textures[i];
513 unsigned char idx = fixup->super.idx[i];
514 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
516 if (!(active & 1))
517 continue;
519 if (!tex)
521 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
522 continue;
525 if (idx % 2)
527 tex_dim[2] = tex->pow2_matrix[0];
528 tex_dim[3] = tex->pow2_matrix[5];
530 else
532 tex_dim[0] = tex->pow2_matrix[0];
533 tex_dim[1] = tex->pow2_matrix[5];
537 for (i = 0; i < fixup->super.num_consts; ++i)
539 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
540 fixup->offset + i, &np2fixup_constants[i * 4]));
544 /* Context activation is done by the caller. */
545 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
546 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
548 const struct wined3d_gl_info *gl_info = context->gl_info;
549 unsigned char i;
551 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
553 int texunit = gl_shader->bumpenvmatconst[i].texunit;
555 /* The state manager takes care that this function is always called if the bump env matrix changes */
556 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
557 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
558 gl_shader->bumpenvmatconst[i].const_num, data));
560 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
562 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
563 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
564 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
565 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
567 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
568 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
569 gl_shader->luminanceconst[i].const_num, scale));
572 checkGLcall("Load bumpmap consts");
574 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
576 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
577 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
578 * ycorrection.z: 1.0
579 * ycorrection.w: 0.0
581 float val[4];
582 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
583 val[1] = context->render_offscreen ? 1.0f : -1.0f;
584 val[2] = 1.0f;
585 val[3] = 0.0f;
586 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
587 checkGLcall("y correction loading");
590 if (!gl_shader->num_int_consts) return;
592 for(i = 0; i < MAX_CONST_I; i++)
594 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
596 float val[4];
597 val[0] = (float)state->ps_consts_i[4 * i];
598 val[1] = (float)state->ps_consts_i[4 * i + 1];
599 val[2] = (float)state->ps_consts_i[4 * i + 2];
600 val[3] = -1.0f;
602 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
605 checkGLcall("Load ps int consts");
608 /* Context activation is done by the caller. */
609 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
610 const struct wined3d_context *context, const struct wined3d_state *state)
612 const struct wined3d_gl_info *gl_info = context->gl_info;
613 float position_fixup[4];
614 unsigned char i;
616 /* Upload the position fixup */
617 shader_get_position_fixup(context, state, position_fixup);
618 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
620 if (!gl_shader->num_int_consts) return;
622 for(i = 0; i < MAX_CONST_I; i++)
624 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
626 float val[4];
627 val[0] = (float)state->vs_consts_i[4 * i];
628 val[1] = (float)state->vs_consts_i[4 * i + 1];
629 val[2] = (float)state->vs_consts_i[4 * i + 2];
630 val[3] = -1.0f;
632 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
635 checkGLcall("Load vs int consts");
638 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
639 const struct wined3d_state *state);
642 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
644 * We only support float constants in ARB at the moment, so don't
645 * worry about the Integers or Booleans
647 /* Context activation is done by the caller (state handler). */
648 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
649 struct wined3d_context *context, const struct wined3d_state *state,
650 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
652 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
653 const struct wined3d_gl_info *gl_info = context->gl_info;
655 if (!from_shader_select)
657 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
658 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
660 if (vshader
661 && (vshader->reg_maps.boolean_constants
662 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
663 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
665 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
666 shader_arb_select(priv, context, state);
668 else if (pshader
669 && (pshader->reg_maps.boolean_constants
670 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
671 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
673 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
674 shader_arb_select(priv, context, state);
678 if (context != priv->last_context)
680 memset(priv->vshader_const_dirty, 1,
681 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
682 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
684 memset(priv->pshader_const_dirty, 1,
685 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
686 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
688 priv->last_context = context;
691 if (useVertexShader)
693 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
694 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
696 /* Load DirectX 9 float constants for vertex shader */
697 priv->highest_dirty_vs_const = shader_arb_load_constants_f(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
698 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
699 shader_arb_vs_local_constants(gl_shader, context, state);
702 if (usePixelShader)
704 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
705 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
706 UINT rt_height = state->fb->render_targets[0]->height;
708 /* Load DirectX 9 float constants for pixel shader */
709 priv->highest_dirty_ps_const = shader_arb_load_constants_f(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
710 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
711 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
713 if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
714 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
718 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
719 const struct wined3d_state *state)
721 BOOL vs = use_vs(state);
722 BOOL ps = use_ps(state);
724 shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
727 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
729 struct wined3d_context *context = context_get_current();
730 struct shader_arb_priv *priv = device->shader_priv;
731 unsigned int i;
733 for (i = 0; i < device->context_count; ++i)
735 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
738 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
739 * context. On a context switch the old context will be fully dirtified */
740 if (!context || context->swapchain->device != device) return;
742 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
743 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
746 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
748 struct wined3d_context *context = context_get_current();
749 struct shader_arb_priv *priv = device->shader_priv;
750 unsigned int i;
752 for (i = 0; i < device->context_count; ++i)
754 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
757 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
758 * context. On a context switch the old context will be fully dirtified */
759 if (!context || context->swapchain->device != device) return;
761 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
762 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
765 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
767 char str[4][17];
769 wined3d_ftoa(values[0], str[0]);
770 wined3d_ftoa(values[1], str[1]);
771 wined3d_ftoa(values[2], str[2]);
772 wined3d_ftoa(values[3], str[3]);
773 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
776 /* Generate the variable & register declarations for the ARB_vertex_program output target */
777 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
778 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
779 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
780 const struct shader_arb_ctx_priv *ctx)
782 DWORD i;
783 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
784 const struct wined3d_shader_lconst *lconst;
785 unsigned max_constantsF;
786 DWORD map;
788 /* In pixel shaders, all private constants are program local, we don't need anything
789 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
790 * If we need a private constant the GL implementation will squeeze it in somewhere
792 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
793 * immediate values. The posFixup is loaded using program.env for now, so always
794 * subtract one from the number of constants. If the shader uses indirect addressing,
795 * account for the helper const too because we have to declare all available d3d constants
796 * and don't know which are actually used.
798 if (pshader)
800 max_constantsF = gl_info->limits.arb_ps_native_constants;
801 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
802 if (max_constantsF < 24)
803 max_constantsF = gl_info->limits.arb_ps_float_constants;
805 else
807 const struct arb_vshader_private *shader_data = shader->backend_data;
808 max_constantsF = gl_info->limits.arb_vs_native_constants;
809 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
810 * Also prevents max_constantsF from becoming less than 0 and
811 * wrapping . */
812 if (max_constantsF < 96)
813 max_constantsF = gl_info->limits.arb_vs_float_constants;
815 if (reg_maps->usesrelconstF)
817 DWORD highest_constf = 0, clip_limit;
819 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
820 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
821 max_constantsF -= gl_info->reserved_arb_constants;
823 for (i = 0; i < shader->limits->constant_float; ++i)
825 DWORD idx = i >> 5;
826 DWORD shift = i & 0x1f;
827 if (reg_maps->constf[idx] & (1u << shift))
828 highest_constf = i;
831 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
833 if(ctx->cur_vs_args->super.clip_enabled)
834 clip_limit = gl_info->limits.clipplanes;
835 else
836 clip_limit = 0;
838 else
840 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
841 clip_limit = min(wined3d_popcount(mask), 4);
843 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
844 max_constantsF -= *num_clipplanes;
845 if(*num_clipplanes < clip_limit)
847 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
850 else
852 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
853 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
857 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
859 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
862 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
864 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
867 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
869 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
871 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
875 if (!shader->load_local_constsF)
877 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
879 const float *value;
880 value = (const float *)lconst->value;
881 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
882 shader_arb_append_imm_vec4(buffer, value);
883 shader_addline(buffer, ";\n");
887 /* After subtracting privately used constants from the hardware limit(they are loaded as
888 * local constants), make sure the shader doesn't violate the env constant limit
890 if(pshader)
892 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
894 else
896 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
899 /* Avoid declaring more constants than needed */
900 max_constantsF = min(max_constantsF, shader->limits->constant_float);
902 /* we use the array-based constants array if the local constants are marked for loading,
903 * because then we use indirect addressing, or when the local constant list is empty,
904 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
905 * local constants do not declare the loaded constants as an array because ARB compilers usually
906 * do not optimize unused constants away
908 if (reg_maps->usesrelconstF)
910 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
911 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
912 max_constantsF, max_constantsF - 1);
914 else
916 for (i = 0; i < max_constantsF; ++i)
918 DWORD idx, mask;
919 idx = i >> 5;
920 mask = 1u << (i & 0x1fu);
921 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
923 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
929 static const char * const shift_tab[] = {
930 "dummy", /* 0 (none) */
931 "coefmul.x", /* 1 (x2) */
932 "coefmul.y", /* 2 (x4) */
933 "coefmul.z", /* 3 (x8) */
934 "coefmul.w", /* 4 (x16) */
935 "dummy", /* 5 (x32) */
936 "dummy", /* 6 (x64) */
937 "dummy", /* 7 (x128) */
938 "dummy", /* 8 (d256) */
939 "dummy", /* 9 (d128) */
940 "dummy", /* 10 (d64) */
941 "dummy", /* 11 (d32) */
942 "coefdiv.w", /* 12 (d16) */
943 "coefdiv.z", /* 13 (d8) */
944 "coefdiv.y", /* 14 (d4) */
945 "coefdiv.x" /* 15 (d2) */
948 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
949 const struct wined3d_shader_dst_param *dst, char *write_mask)
951 char *ptr = write_mask;
953 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
955 *ptr++ = '.';
956 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
957 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
958 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
959 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
962 *ptr = '\0';
965 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
967 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
968 * but addressed as "rgba". To fix this we need to swap the register's x
969 * and z components. */
970 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
971 char *ptr = swizzle_str;
973 /* swizzle bits fields: wwzzyyxx */
974 DWORD swizzle = param->swizzle;
975 DWORD swizzle_x = swizzle & 0x03;
976 DWORD swizzle_y = (swizzle >> 2) & 0x03;
977 DWORD swizzle_z = (swizzle >> 4) & 0x03;
978 DWORD swizzle_w = (swizzle >> 6) & 0x03;
980 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
981 * generate a swizzle string. Unless we need to our own swizzling. */
982 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
984 *ptr++ = '.';
985 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
986 *ptr++ = swizzle_chars[swizzle_x];
987 } else {
988 *ptr++ = swizzle_chars[swizzle_x];
989 *ptr++ = swizzle_chars[swizzle_y];
990 *ptr++ = swizzle_chars[swizzle_z];
991 *ptr++ = swizzle_chars[swizzle_w];
995 *ptr = '\0';
998 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
1000 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1001 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1003 if (!strcmp(priv->addr_reg, src)) return;
1005 strcpy(priv->addr_reg, src);
1006 shader_addline(buffer, "ARL A0.x, %s;\n", src);
1009 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1010 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
1012 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1013 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1015 /* oPos, oFog and oPts in D3D */
1016 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1017 const struct wined3d_shader *shader = ins->ctx->shader;
1018 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1019 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1020 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1022 *is_color = FALSE;
1024 switch (reg->type)
1026 case WINED3DSPR_TEMP:
1027 sprintf(register_name, "R%u", reg->idx[0].offset);
1028 break;
1030 case WINED3DSPR_INPUT:
1031 if (pshader)
1033 if (reg_maps->shader_version.major < 3)
1035 if (!reg->idx[0].offset)
1036 strcpy(register_name, "fragment.color.primary");
1037 else
1038 strcpy(register_name, "fragment.color.secondary");
1040 else
1042 if (reg->idx[0].rel_addr)
1044 char rel_reg[50];
1045 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1047 if (!strcmp(rel_reg, "**aL_emul**"))
1049 DWORD idx = ctx->aL + reg->idx[0].offset;
1050 if(idx < MAX_REG_INPUT)
1052 strcpy(register_name, ctx->ps_input[idx]);
1054 else
1056 ERR("Pixel shader input register out of bounds: %u\n", idx);
1057 sprintf(register_name, "out_of_bounds_%u", idx);
1060 else if (reg_maps->input_registers & 0x0300)
1062 /* There are two ways basically:
1064 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1065 * That means trouble if the loop also contains a breakc or if the control values
1066 * aren't local constants.
1067 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1068 * source dynamically. The trouble is that we cannot simply read aL.y because it
1069 * is an ADDRESS register. We could however push it, load .zw with a value and use
1070 * ADAC to load the condition code register and pop it again afterwards
1072 FIXME("Relative input register addressing with more than 8 registers\n");
1074 /* This is better than nothing for now */
1075 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1077 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1079 /* This is problematic because we'd have to consult the ctx->ps_input strings
1080 * for where to find the varying. Some may be "0.0", others can be texcoords or
1081 * colors. This needs either a pipeline replacement to make the vertex shader feed
1082 * proper varyings, or loop unrolling
1084 * For now use the texcoords and hope for the best
1086 FIXME("Non-vertex shader varying input with indirect addressing\n");
1087 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1089 else
1091 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1092 * pulls GL_NV_fragment_program2 in
1094 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1097 else
1099 if (reg->idx[0].offset < MAX_REG_INPUT)
1101 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1103 else
1105 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1106 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1111 else
1113 if (ctx->cur_vs_args->super.swizzle_map & (1u << reg->idx[0].offset))
1114 *is_color = TRUE;
1115 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1117 break;
1119 case WINED3DSPR_CONST:
1120 if (!pshader && reg->idx[0].rel_addr)
1122 const struct arb_vshader_private *shader_data = shader->backend_data;
1123 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1124 BOOL aL = FALSE;
1125 char rel_reg[50];
1126 if (reg_maps->shader_version.major < 2)
1128 sprintf(rel_reg, "A0.x");
1130 else
1132 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1133 if (ctx->target_version == ARB)
1135 if (!strcmp(rel_reg, "**aL_emul**"))
1137 aL = TRUE;
1138 } else {
1139 shader_arb_request_a0(ins, rel_reg);
1140 sprintf(rel_reg, "A0.x");
1144 if (aL)
1145 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1146 else if (reg->idx[0].offset >= rel_offset)
1147 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1148 else
1149 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1151 else
1153 if (reg_maps->usesrelconstF)
1154 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1155 else
1156 sprintf(register_name, "C%u", reg->idx[0].offset);
1158 break;
1160 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1161 if (pshader)
1163 if (reg_maps->shader_version.major == 1
1164 && reg_maps->shader_version.minor <= 3)
1165 /* In ps <= 1.3, Tx is a temporary register as destination
1166 * to all instructions, and as source to most instructions.
1167 * For some instructions it is the texcoord input. Those
1168 * instructions know about the special use. */
1169 sprintf(register_name, "T%u", reg->idx[0].offset);
1170 else
1171 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1172 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1174 else
1176 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1177 sprintf(register_name, "A%u", reg->idx[0].offset);
1178 else
1179 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1181 break;
1183 case WINED3DSPR_COLOROUT:
1184 if (ctx->ps_post_process && !reg->idx[0].offset)
1186 strcpy(register_name, "TMP_COLOR");
1188 else
1190 if (ctx->cur_ps_args->super.srgb_correction)
1191 FIXME("sRGB correction on higher render targets.\n");
1192 if (reg_maps->rt_mask > 1)
1193 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1194 else
1195 strcpy(register_name, "result.color");
1197 break;
1199 case WINED3DSPR_RASTOUT:
1200 if (reg->idx[0].offset == 1)
1201 sprintf(register_name, "%s", ctx->fog_output);
1202 else
1203 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1204 break;
1206 case WINED3DSPR_DEPTHOUT:
1207 strcpy(register_name, "result.depth");
1208 break;
1210 case WINED3DSPR_ATTROUT:
1211 /* case WINED3DSPR_OUTPUT: */
1212 if (pshader)
1213 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1214 else
1215 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1216 break;
1218 case WINED3DSPR_TEXCRDOUT:
1219 if (pshader)
1220 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1221 else if (reg_maps->shader_version.major < 3)
1222 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1223 else
1224 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1225 break;
1227 case WINED3DSPR_LOOP:
1228 if(ctx->target_version >= NV2)
1230 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1231 if(pshader) sprintf(register_name, "A0.x");
1232 else sprintf(register_name, "aL.y");
1234 else
1236 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1237 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1238 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1239 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1240 * indexing
1242 sprintf(register_name, "**aL_emul**");
1245 break;
1247 case WINED3DSPR_CONSTINT:
1248 sprintf(register_name, "I%u", reg->idx[0].offset);
1249 break;
1251 case WINED3DSPR_MISCTYPE:
1252 if (!reg->idx[0].offset)
1253 sprintf(register_name, "vpos");
1254 else if (reg->idx[0].offset == 1)
1255 sprintf(register_name, "fragment.facing.x");
1256 else
1257 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1258 break;
1260 default:
1261 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1262 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1263 break;
1267 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1268 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1270 char register_name[255];
1271 char write_mask[6];
1272 BOOL is_color;
1274 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1275 strcpy(str, register_name);
1277 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1278 strcat(str, write_mask);
1281 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1283 switch(channel_source)
1285 case CHANNEL_SOURCE_ZERO: return "0";
1286 case CHANNEL_SOURCE_ONE: return "1";
1287 case CHANNEL_SOURCE_X: return "x";
1288 case CHANNEL_SOURCE_Y: return "y";
1289 case CHANNEL_SOURCE_Z: return "z";
1290 case CHANNEL_SOURCE_W: return "w";
1291 default:
1292 FIXME("Unhandled channel source %#x\n", channel_source);
1293 return "undefined";
1297 struct color_fixup_masks
1299 DWORD source;
1300 DWORD sign;
1303 static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
1305 struct color_fixup_masks masks = {0, 0};
1307 if (is_complex_fixup(fixup))
1309 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1310 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1311 return masks;
1314 if (fixup.x_source != CHANNEL_SOURCE_X)
1315 masks.source |= WINED3DSP_WRITEMASK_0;
1316 if (fixup.y_source != CHANNEL_SOURCE_Y)
1317 masks.source |= WINED3DSP_WRITEMASK_1;
1318 if (fixup.z_source != CHANNEL_SOURCE_Z)
1319 masks.source |= WINED3DSP_WRITEMASK_2;
1320 if (fixup.w_source != CHANNEL_SOURCE_W)
1321 masks.source |= WINED3DSP_WRITEMASK_3;
1322 masks.source &= dst_mask;
1324 if (fixup.x_sign_fixup)
1325 masks.sign |= WINED3DSP_WRITEMASK_0;
1326 if (fixup.y_sign_fixup)
1327 masks.sign |= WINED3DSP_WRITEMASK_1;
1328 if (fixup.z_sign_fixup)
1329 masks.sign |= WINED3DSP_WRITEMASK_2;
1330 if (fixup.w_sign_fixup)
1331 masks.sign |= WINED3DSP_WRITEMASK_3;
1332 masks.sign &= dst_mask;
1334 return masks;
1337 static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
1338 const char *src, const char *one, const char *two,
1339 struct color_fixup_desc fixup, struct color_fixup_masks masks)
1341 const char *sign_fixup_src = dst;
1343 if (masks.source)
1345 if (masks.sign)
1346 sign_fixup_src = "TA";
1348 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
1349 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1350 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1352 else if (masks.sign)
1354 sign_fixup_src = src;
1357 if (masks.sign)
1359 char reg_mask[6];
1360 char *ptr = reg_mask;
1362 if (masks.sign != WINED3DSP_WRITEMASK_ALL)
1364 *ptr++ = '.';
1365 if (masks.sign & WINED3DSP_WRITEMASK_0)
1366 *ptr++ = 'x';
1367 if (masks.sign & WINED3DSP_WRITEMASK_1)
1368 *ptr++ = 'y';
1369 if (masks.sign & WINED3DSP_WRITEMASK_2)
1370 *ptr++ = 'z';
1371 if (masks.sign & WINED3DSP_WRITEMASK_3)
1372 *ptr++ = 'w';
1374 *ptr = '\0';
1376 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
1380 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1382 DWORD mod;
1383 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1384 if (!ins->dst_count) return "";
1386 mod = ins->dst[0].modifiers;
1388 /* Silently ignore PARTIALPRECISION if its not supported */
1389 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1391 if(mod & WINED3DSPDM_MSAMPCENTROID)
1393 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1394 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1397 switch(mod)
1399 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1400 return "H_SAT";
1402 case WINED3DSPDM_SATURATE:
1403 return "_SAT";
1405 case WINED3DSPDM_PARTIALPRECISION:
1406 return "H";
1408 case 0:
1409 return "";
1411 default:
1412 FIXME("Unknown modifiers 0x%08x\n", mod);
1413 return "";
1417 #define TEX_PROJ 0x1
1418 #define TEX_BIAS 0x2
1419 #define TEX_LOD 0x4
1420 #define TEX_DERIV 0x10
1422 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1423 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1425 enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1426 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1427 const char *tex_type;
1428 BOOL np2_fixup = FALSE;
1429 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1430 const char *mod;
1431 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1432 const struct wined3d_shader *shader;
1433 const struct wined3d_device *device;
1434 const struct wined3d_gl_info *gl_info;
1435 const char *tex_dst = dst_str;
1436 struct color_fixup_masks masks;
1438 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1439 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1441 switch (resource_type)
1443 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1444 tex_type = "1D";
1445 break;
1447 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1448 shader = ins->ctx->shader;
1449 device = shader->device;
1450 gl_info = &device->adapter->gl_info;
1452 if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
1453 && gl_info->supported[ARB_TEXTURE_RECTANGLE])
1454 tex_type = "RECT";
1455 else
1456 tex_type = "2D";
1457 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1459 if (priv->cur_np2fixup_info->super.active & (1u << sampler_idx))
1461 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1462 else np2_fixup = TRUE;
1465 break;
1467 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1468 tex_type = "3D";
1469 break;
1471 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1472 tex_type = "CUBE";
1473 break;
1475 default:
1476 ERR("Unexpected resource type %#x.\n", resource_type);
1477 tex_type = "";
1480 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1481 * so don't use shader_arb_get_modifier
1483 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1484 else mod = "";
1486 /* Fragment samplers always have indentity mapping */
1487 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1489 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1492 if (pshader)
1494 masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
1495 ins->dst[0].write_mask);
1497 if (masks.source || masks.sign)
1498 tex_dst = "TA";
1501 if (flags & TEX_DERIV)
1503 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1504 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1505 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1506 dsx, dsy, sampler_idx, tex_type);
1508 else if(flags & TEX_LOD)
1510 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1511 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1512 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1513 sampler_idx, tex_type);
1515 else if (flags & TEX_BIAS)
1517 /* Shouldn't be possible, but let's check for it */
1518 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1519 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1520 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1522 else if (flags & TEX_PROJ)
1524 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1526 else
1528 if (np2_fixup)
1530 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1531 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1532 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1534 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
1536 else
1537 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1540 if (pshader)
1542 gen_color_correction(buffer, dst_str, tex_dst,
1543 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1544 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1545 priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
1549 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1550 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1552 /* Generate a line that does the input modifier computation and return the input register to use */
1553 BOOL is_color = FALSE, insert_line;
1554 char regstr[256];
1555 char swzstr[20];
1556 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1557 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1558 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1559 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1561 /* Assume a new line will be added */
1562 insert_line = TRUE;
1564 /* Get register name */
1565 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1566 shader_arb_get_swizzle(src, is_color, swzstr);
1568 switch (src->modifiers)
1570 case WINED3DSPSM_NONE:
1571 sprintf(outregstr, "%s%s", regstr, swzstr);
1572 insert_line = FALSE;
1573 break;
1574 case WINED3DSPSM_NEG:
1575 sprintf(outregstr, "-%s%s", regstr, swzstr);
1576 insert_line = FALSE;
1577 break;
1578 case WINED3DSPSM_BIAS:
1579 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1580 break;
1581 case WINED3DSPSM_BIASNEG:
1582 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1583 break;
1584 case WINED3DSPSM_SIGN:
1585 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1586 break;
1587 case WINED3DSPSM_SIGNNEG:
1588 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1589 break;
1590 case WINED3DSPSM_COMP:
1591 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1592 break;
1593 case WINED3DSPSM_X2:
1594 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1595 break;
1596 case WINED3DSPSM_X2NEG:
1597 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1598 break;
1599 case WINED3DSPSM_DZ:
1600 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1601 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1602 break;
1603 case WINED3DSPSM_DW:
1604 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1605 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1606 break;
1607 case WINED3DSPSM_ABS:
1608 if(ctx->target_version >= NV2) {
1609 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1610 insert_line = FALSE;
1611 } else {
1612 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1614 break;
1615 case WINED3DSPSM_ABSNEG:
1616 if(ctx->target_version >= NV2) {
1617 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1618 } else {
1619 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1620 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1622 insert_line = FALSE;
1623 break;
1624 default:
1625 sprintf(outregstr, "%s%s", regstr, swzstr);
1626 insert_line = FALSE;
1629 /* Return modified or original register, with swizzle */
1630 if (insert_line)
1631 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1634 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1636 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1637 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1638 DWORD sampler_code = dst->reg.idx[0].offset;
1639 char dst_name[50];
1640 char src_name[2][50];
1642 shader_arb_get_dst_param(ins, dst, dst_name);
1644 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1646 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1647 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1648 * temps is done.
1650 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1651 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1652 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1653 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1654 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1656 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1657 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1660 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1662 *extra_char = ' ';
1663 switch(mod)
1665 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1666 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1667 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1668 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1669 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1670 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1671 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1672 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1673 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1674 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1675 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1676 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1677 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1679 FIXME("Unknown modifier %u\n", mod);
1680 return mod;
1683 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1685 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1686 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1687 char dst_name[50];
1688 char src_name[3][50];
1689 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1690 ins->ctx->reg_maps->shader_version.minor);
1692 shader_arb_get_dst_param(ins, dst, dst_name);
1693 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1695 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1696 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1698 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1700 else
1702 struct wined3d_shader_src_param src0_copy = ins->src[0];
1703 char extra_neg;
1705 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1706 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1708 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1709 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1710 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1711 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1712 dst_name, src_name[1], src_name[2]);
1716 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1718 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1719 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1720 char dst_name[50];
1721 char src_name[3][50];
1723 shader_arb_get_dst_param(ins, dst, dst_name);
1725 /* Generate input register names (with modifiers) */
1726 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1727 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1728 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1730 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1731 dst_name, src_name[0], src_name[2], src_name[1]);
1734 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1735 * dst = dot2(src0, src1) + src2 */
1736 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1738 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1739 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1740 char dst_name[50];
1741 char src_name[3][50];
1742 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1744 shader_arb_get_dst_param(ins, dst, dst_name);
1745 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1746 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1748 if(ctx->target_version >= NV3)
1750 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1751 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1752 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1753 dst_name, src_name[0], src_name[1], src_name[2]);
1755 else if(ctx->target_version >= NV2)
1757 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1758 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1759 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1760 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1762 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1764 * .xyxy and other swizzles that we could get with this are not valid in
1765 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1767 struct wined3d_shader_src_param tmp_param = ins->src[1];
1768 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1769 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1771 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1773 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1774 dst_name, src_name[2], src_name[0], src_name[1]);
1776 else
1778 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1779 /* 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]
1780 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1782 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1783 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1784 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1785 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1789 /* Map the opcode 1-to-1 to the GL code */
1790 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1792 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1793 const char *instruction;
1794 char arguments[256], dst_str[50];
1795 unsigned int i;
1796 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1798 switch (ins->handler_idx)
1800 case WINED3DSIH_ABS: instruction = "ABS"; break;
1801 case WINED3DSIH_ADD: instruction = "ADD"; break;
1802 case WINED3DSIH_CRS: instruction = "XPD"; break;
1803 case WINED3DSIH_DP3: instruction = "DP3"; break;
1804 case WINED3DSIH_DP4: instruction = "DP4"; break;
1805 case WINED3DSIH_DST: instruction = "DST"; break;
1806 case WINED3DSIH_FRC: instruction = "FRC"; break;
1807 case WINED3DSIH_LIT: instruction = "LIT"; break;
1808 case WINED3DSIH_LRP: instruction = "LRP"; break;
1809 case WINED3DSIH_MAD: instruction = "MAD"; break;
1810 case WINED3DSIH_MAX: instruction = "MAX"; break;
1811 case WINED3DSIH_MIN: instruction = "MIN"; break;
1812 case WINED3DSIH_MOV: instruction = "MOV"; break;
1813 case WINED3DSIH_MUL: instruction = "MUL"; break;
1814 case WINED3DSIH_SGE: instruction = "SGE"; break;
1815 case WINED3DSIH_SLT: instruction = "SLT"; break;
1816 case WINED3DSIH_SUB: instruction = "SUB"; break;
1817 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1818 case WINED3DSIH_DSX: instruction = "DDX"; break;
1819 default: instruction = "";
1820 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
1821 break;
1824 /* Note that shader_arb_add_dst_param() adds spaces. */
1825 arguments[0] = '\0';
1826 shader_arb_get_dst_param(ins, dst, dst_str);
1827 for (i = 0; i < ins->src_count; ++i)
1829 char operand[100];
1830 strcat(arguments, ", ");
1831 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1832 strcat(arguments, operand);
1834 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1837 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1839 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1841 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1844 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1846 const struct wined3d_shader *shader = ins->ctx->shader;
1847 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1848 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1849 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1850 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1851 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1852 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1854 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1855 char src0_param[256];
1857 if (ins->handler_idx == WINED3DSIH_MOVA)
1859 const struct arb_vshader_private *shader_data = shader->backend_data;
1860 char write_mask[6];
1861 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1863 if(ctx->target_version >= NV2) {
1864 shader_hw_map2gl(ins);
1865 return;
1867 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1868 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1870 /* This implements the mova formula used in GLSL. The first two instructions
1871 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1872 * in this case:
1873 * mova A0.x, 0.0
1875 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1877 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1878 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1880 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1881 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1883 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1884 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1885 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1886 if (shader_data->rel_offset)
1888 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1890 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1892 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1894 else if (reg_maps->shader_version.major == 1
1895 && !shader_is_pshader_version(reg_maps->shader_version.type)
1896 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1898 const struct arb_vshader_private *shader_data = shader->backend_data;
1899 src0_param[0] = '\0';
1901 if (shader_data->rel_offset && ctx->target_version == ARB)
1903 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1904 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1905 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1906 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1908 else
1910 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1911 * with more than one component. Thus replicate the first source argument over all
1912 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1913 struct wined3d_shader_src_param tmp_src = ins->src[0];
1914 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1915 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1916 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1919 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1921 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1923 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1924 return;
1926 shader_hw_map2gl(ins);
1928 else
1930 shader_hw_map2gl(ins);
1934 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1936 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1937 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1938 char reg_dest[40];
1940 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1941 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1943 shader_arb_get_dst_param(ins, dst, reg_dest);
1945 if (ins->ctx->reg_maps->shader_version.major >= 2)
1947 const char *kilsrc = "TA";
1948 BOOL is_color;
1950 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1951 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1953 kilsrc = reg_dest;
1955 else
1957 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1958 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1959 * masked out components to 0(won't kill)
1961 char x = '0', y = '0', z = '0', w = '0';
1962 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1963 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1964 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1965 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1966 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1968 shader_addline(buffer, "KIL %s;\n", kilsrc);
1970 else
1972 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1973 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1975 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1976 * or pass in any temporary register(in shader phase 2)
1978 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1979 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1980 else
1981 shader_arb_get_dst_param(ins, dst, reg_dest);
1982 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1983 shader_addline(buffer, "KIL TA;\n");
1987 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1989 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1990 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1991 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1992 ins->ctx->reg_maps->shader_version.minor);
1993 struct wined3d_shader_src_param src;
1995 char reg_dest[40];
1996 char reg_coord[40];
1997 DWORD reg_sampler_code;
1998 WORD myflags = 0;
1999 BOOL swizzle_coord = FALSE;
2001 /* All versions have a destination register */
2002 shader_arb_get_dst_param(ins, dst, reg_dest);
2004 /* 1.0-1.4: Use destination register number as texture code.
2005 2.0+: Use provided sampler number as texture code. */
2006 if (shader_version < WINED3D_SHADER_VERSION(2,0))
2007 reg_sampler_code = dst->reg.idx[0].offset;
2008 else
2009 reg_sampler_code = ins->src[1].reg.idx[0].offset;
2011 /* 1.0-1.3: Use the texcoord varying.
2012 1.4+: Use provided coordinate source register. */
2013 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2014 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
2015 else {
2016 /* TEX is the only instruction that can handle DW and DZ natively */
2017 src = ins->src[0];
2018 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
2019 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
2020 shader_arb_get_src_param(ins, &src, 0, reg_coord);
2023 /* projection flag:
2024 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2025 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2026 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2028 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2030 DWORD flags = 0;
2031 if (reg_sampler_code < MAX_TEXTURES)
2032 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2033 if (flags & WINED3D_PSARGS_PROJECTED)
2035 myflags |= TEX_PROJ;
2036 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
2037 swizzle_coord = TRUE;
2040 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2042 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2043 if (src_mod == WINED3DSPSM_DZ)
2045 swizzle_coord = TRUE;
2046 myflags |= TEX_PROJ;
2047 } else if(src_mod == WINED3DSPSM_DW) {
2048 myflags |= TEX_PROJ;
2050 } else {
2051 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2052 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2055 if (swizzle_coord)
2057 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2058 * reg_coord is a read-only varying register, so we need a temp reg */
2059 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2060 strcpy(reg_coord, "TA");
2063 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2066 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2068 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2069 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2070 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2071 ins->ctx->reg_maps->shader_version.minor);
2072 char dst_str[50];
2074 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2076 DWORD reg = dst->reg.idx[0].offset;
2078 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2079 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2080 } else {
2081 char reg_src[40];
2083 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2084 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2085 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2089 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2091 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2092 DWORD flags = 0;
2094 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2095 char dst_str[50];
2096 char src_str[50];
2098 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2099 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2100 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2101 /* Move .x first in case src_str is "TA" */
2102 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2103 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2104 if (reg1 < MAX_TEXTURES)
2106 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2107 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2109 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2112 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2114 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2116 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2117 char dst_str[50];
2118 char src_str[50];
2120 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2121 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2122 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2123 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2124 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2125 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2128 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2130 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2131 char dst_str[50];
2132 char src_str[50];
2134 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2135 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2136 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2137 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2140 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2142 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2143 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2144 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2145 char reg_coord[40], dst_reg[50], src_reg[50];
2146 DWORD reg_dest_code;
2148 /* All versions have a destination register. The Tx where the texture coordinates come
2149 * from is the varying incarnation of the texture register
2151 reg_dest_code = dst->reg.idx[0].offset;
2152 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2153 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2154 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2156 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2157 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2159 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2160 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2162 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2163 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2164 * extension.
2166 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2167 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2168 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2169 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2171 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2172 * so we can't let the GL handle this.
2174 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2175 & WINED3D_PSARGS_PROJECTED)
2177 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2178 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2179 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2180 } else {
2181 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2184 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2186 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2188 /* No src swizzles are allowed, so this is ok */
2189 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2190 src_reg, reg_dest_code, reg_dest_code);
2191 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2195 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2197 DWORD reg = ins->dst[0].reg.idx[0].offset;
2198 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2199 char src0_name[50], dst_name[50];
2200 BOOL is_color;
2201 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2203 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2204 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2205 * T<reg+1> register. Use this register to store the calculated vector
2207 tmp_reg.idx[0].offset = reg + 1;
2208 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2209 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2212 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2214 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2215 DWORD flags;
2216 DWORD reg = ins->dst[0].reg.idx[0].offset;
2217 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2218 char dst_str[50];
2219 char src0_name[50];
2220 char dst_reg[50];
2221 BOOL is_color;
2223 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2224 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2226 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2227 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2228 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2229 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2230 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2233 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2235 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2236 DWORD reg = ins->dst[0].reg.idx[0].offset;
2237 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2238 char src0_name[50], dst_name[50];
2239 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2240 BOOL is_color;
2242 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2243 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2244 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2246 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2247 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2249 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2250 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2251 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2252 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2255 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2257 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2258 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2259 DWORD flags;
2260 DWORD reg = ins->dst[0].reg.idx[0].offset;
2261 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2262 char dst_str[50];
2263 char src0_name[50], dst_name[50];
2264 BOOL is_color;
2266 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2267 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2268 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2270 /* Sample the texture using the calculated coordinates */
2271 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2272 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2273 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2274 tex_mx->current_row = 0;
2277 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2279 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2280 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2281 DWORD flags;
2282 DWORD reg = ins->dst[0].reg.idx[0].offset;
2283 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2284 char dst_str[50];
2285 char src0_name[50];
2286 char dst_reg[50];
2287 BOOL is_color;
2289 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2290 * components for temporary data storage
2292 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2293 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2294 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2296 /* Construct the eye-ray vector from w coordinates */
2297 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2298 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2299 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2301 /* Calculate reflection vector
2303 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2304 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2305 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2306 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2307 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2308 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2309 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2311 /* Sample the texture using the calculated coordinates */
2312 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2313 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2314 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2315 tex_mx->current_row = 0;
2318 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2320 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2321 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2322 DWORD flags;
2323 DWORD reg = ins->dst[0].reg.idx[0].offset;
2324 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2325 char dst_str[50];
2326 char src0_name[50];
2327 char src1_name[50];
2328 char dst_reg[50];
2329 BOOL is_color;
2331 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2332 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2333 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2334 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2335 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2337 /* Calculate reflection vector.
2339 * dot(N, E)
2340 * dst_reg.xyz = 2 * --------- * N - E
2341 * dot(N, N)
2343 * Which normalizes the normal vector
2345 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2346 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2347 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2348 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2349 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2350 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2352 /* Sample the texture using the calculated coordinates */
2353 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2354 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2355 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2356 tex_mx->current_row = 0;
2359 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2361 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2362 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2363 char dst_name[50];
2364 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2365 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2367 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2368 * which is essentially an input, is the destination register because it is the first
2369 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2370 * here(writemasks/swizzles are not valid on texdepth)
2372 shader_arb_get_dst_param(ins, dst, dst_name);
2374 /* According to the msdn, the source register(must be r5) is unusable after
2375 * the texdepth instruction, so we're free to modify it
2377 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2379 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2380 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2381 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2383 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2384 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2385 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2386 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2389 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2390 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2391 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2392 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2394 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2395 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2396 char src0[50];
2397 char dst_str[50];
2399 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2400 shader_addline(buffer, "MOV TB, 0.0;\n");
2401 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2403 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2404 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2407 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2408 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2409 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2411 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2412 char src0[50];
2413 char dst_str[50];
2414 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2416 /* Handle output register */
2417 shader_arb_get_dst_param(ins, dst, dst_str);
2418 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2419 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2422 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2423 * Perform the 3rd row of a 3x3 matrix multiply */
2424 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2426 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2427 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2428 char dst_str[50], dst_name[50];
2429 char src0[50];
2430 BOOL is_color;
2432 shader_arb_get_dst_param(ins, dst, dst_str);
2433 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2434 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2435 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2436 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2439 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2440 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2441 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2442 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2444 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2446 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2447 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2448 char src0[50], dst_name[50];
2449 BOOL is_color;
2450 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2451 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2453 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2454 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2455 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2457 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2458 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2459 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2461 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2462 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2463 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2464 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2467 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2468 Vertex/Pixel shaders to ARB_vertex_program codes */
2469 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2471 int i;
2472 int nComponents = 0;
2473 struct wined3d_shader_dst_param tmp_dst = {{0}};
2474 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2475 struct wined3d_shader_instruction tmp_ins;
2477 memset(&tmp_ins, 0, sizeof(tmp_ins));
2479 /* Set constants for the temporary argument */
2480 tmp_ins.ctx = ins->ctx;
2481 tmp_ins.dst_count = 1;
2482 tmp_ins.dst = &tmp_dst;
2483 tmp_ins.src_count = 2;
2484 tmp_ins.src = tmp_src;
2486 switch(ins->handler_idx)
2488 case WINED3DSIH_M4x4:
2489 nComponents = 4;
2490 tmp_ins.handler_idx = WINED3DSIH_DP4;
2491 break;
2492 case WINED3DSIH_M4x3:
2493 nComponents = 3;
2494 tmp_ins.handler_idx = WINED3DSIH_DP4;
2495 break;
2496 case WINED3DSIH_M3x4:
2497 nComponents = 4;
2498 tmp_ins.handler_idx = WINED3DSIH_DP3;
2499 break;
2500 case WINED3DSIH_M3x3:
2501 nComponents = 3;
2502 tmp_ins.handler_idx = WINED3DSIH_DP3;
2503 break;
2504 case WINED3DSIH_M3x2:
2505 nComponents = 2;
2506 tmp_ins.handler_idx = WINED3DSIH_DP3;
2507 break;
2508 default:
2509 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2510 break;
2513 tmp_dst = ins->dst[0];
2514 tmp_src[0] = ins->src[0];
2515 tmp_src[1] = ins->src[1];
2516 for (i = 0; i < nComponents; ++i)
2518 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2519 shader_hw_map2gl(&tmp_ins);
2520 ++tmp_src[1].reg.idx[0].offset;
2524 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2526 *need_abs = FALSE;
2528 switch(mod)
2530 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2531 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2532 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2533 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2534 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2535 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2536 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2537 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2538 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2539 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2540 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2541 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2542 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2544 FIXME("Unknown modifier %u\n", mod);
2545 return mod;
2548 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2550 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2551 const char *instruction;
2552 struct wined3d_shader_src_param src0_copy = ins->src[0];
2553 BOOL need_abs = FALSE;
2555 char dst[50];
2556 char src[50];
2558 switch(ins->handler_idx)
2560 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2561 case WINED3DSIH_RCP: instruction = "RCP"; break;
2562 case WINED3DSIH_EXPP:
2563 if (ins->ctx->reg_maps->shader_version.major < 2)
2565 instruction = "EXP";
2566 break;
2568 /* Drop through. */
2569 case WINED3DSIH_EXP:
2570 instruction = "EX2";
2571 break;
2572 case WINED3DSIH_LOG:
2573 case WINED3DSIH_LOGP:
2574 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2575 * instruction, but notice that the output of those instructions is
2576 * different. */
2577 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2578 instruction = "LG2";
2579 break;
2580 default: instruction = "";
2581 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2582 break;
2585 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2586 * .w is used. */
2587 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2589 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2590 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2592 if(need_abs)
2594 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2595 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2597 else
2599 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2604 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2606 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2607 char dst_name[50];
2608 char src_name[50];
2609 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2610 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2611 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2613 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2614 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2616 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2617 * otherwise NRM or RSQ would return NaN */
2618 if(pshader && priv->target_version >= NV3)
2620 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2622 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2624 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2625 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2626 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2628 else if(priv->target_version >= NV2)
2630 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2631 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2632 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2633 src_name);
2635 else
2637 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2639 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2640 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2641 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2643 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2644 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2646 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2647 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2648 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2649 src_name);
2653 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2655 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2656 char dst_name[50];
2657 char src_name[3][50];
2659 /* ARB_fragment_program has a convenient LRP instruction */
2660 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2661 shader_hw_map2gl(ins);
2662 return;
2665 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2666 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2667 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2668 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2670 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2671 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2672 dst_name, src_name[0], src_name[2]);
2675 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2677 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2678 * must contain fixed constants. So we need a separate function to filter those constants and
2679 * can't use map2gl
2681 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2682 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2683 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2684 char dst_name[50];
2685 char src_name0[50], src_name1[50], src_name2[50];
2686 BOOL is_color;
2688 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2689 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2690 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2691 /* No modifiers are supported on SCS */
2692 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2694 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2696 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2697 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2699 } else if(priv->target_version >= NV2) {
2700 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2702 /* Sincos writemask must be .x, .y or .xy */
2703 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2704 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2705 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2706 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2707 } else {
2708 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2709 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2711 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2712 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2714 * The constants we get are:
2716 * +1 +1, -1 -1 +1 +1 -1 -1
2717 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2718 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2720 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2722 * (x/2)^2 = x^2 / 4
2723 * (x/2)^3 = x^3 / 8
2724 * (x/2)^4 = x^4 / 16
2725 * (x/2)^5 = x^5 / 32
2726 * etc
2728 * To get the final result:
2729 * sin(x) = 2 * sin(x/2) * cos(x/2)
2730 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2731 * (from sin(x+y) and cos(x+y) rules)
2733 * As per MSDN, dst.z is undefined after the operation, and so is
2734 * dst.x and dst.y if they're masked out by the writemask. Ie
2735 * sincos dst.y, src1, c0, c1
2736 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2737 * vsa.exe also stops with an error if the dest register is the same register as the source
2738 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2739 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2741 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2742 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2743 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2745 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2746 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2747 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2748 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2749 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2750 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2752 /* sin(x/2)
2754 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2755 * properly merge that with MULs in the code above?
2756 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2757 * we can merge the sine and cosine MAD rows to calculate them together.
2759 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2760 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2761 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2762 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2764 /* cos(x/2) */
2765 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2766 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2767 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2769 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2770 /* cos x */
2771 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2772 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2774 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2775 /* sin x */
2776 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2777 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2782 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2784 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2785 char dst_name[50];
2786 char src_name[50];
2787 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2789 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2790 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2792 /* SGN is only valid in vertex shaders */
2793 if(ctx->target_version >= NV2) {
2794 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2795 return;
2798 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2799 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2801 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2802 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2803 } else {
2804 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2805 * Then use TA, and calculate the final result
2807 * Not reading from TA? Store the first result in TA to avoid overwriting the
2808 * destination if src reg = dst reg
2810 if(strstr(src_name, "TA"))
2812 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2813 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2814 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2816 else
2818 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2819 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2820 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2825 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2827 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2828 char src[50];
2829 char dst[50];
2830 char dst_name[50];
2831 BOOL is_color;
2833 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2834 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2835 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2837 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2838 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2841 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2843 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2844 char src0[50], src1[50], dst[50];
2845 struct wined3d_shader_src_param src0_copy = ins->src[0];
2846 BOOL need_abs = FALSE;
2847 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2848 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2850 /* POW operates on the absolute value of the input */
2851 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2853 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2854 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2855 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2857 if (need_abs)
2858 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2859 else
2860 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2862 if (priv->target_version >= NV2)
2864 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2865 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2866 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2868 else
2870 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2871 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2873 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2874 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2875 /* Possibly add flt_eps to avoid getting float special values */
2876 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2877 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2878 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2879 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2883 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2885 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2886 char src_name[50];
2887 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2889 /* src0 is aL */
2890 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2892 if(vshader)
2894 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2895 struct list *e = list_head(&priv->control_frames);
2896 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2898 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2899 /* The constant loader makes sure to load -1 into iX.w */
2900 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2901 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2902 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2904 else
2906 shader_addline(buffer, "LOOP %s;\n", src_name);
2910 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2912 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2913 char src_name[50];
2914 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2916 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2918 /* The constant loader makes sure to load -1 into iX.w */
2919 if(vshader)
2921 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2922 struct list *e = list_head(&priv->control_frames);
2923 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2925 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2927 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2928 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2929 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2931 else
2933 shader_addline(buffer, "REP %s;\n", src_name);
2937 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2939 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2940 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2942 if(vshader)
2944 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2945 struct list *e = list_head(&priv->control_frames);
2946 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2948 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2949 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2950 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2952 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2954 else
2956 shader_addline(buffer, "ENDLOOP;\n");
2960 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2962 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2963 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2965 if(vshader)
2967 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2968 struct list *e = list_head(&priv->control_frames);
2969 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2971 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2972 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2973 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2975 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2977 else
2979 shader_addline(buffer, "ENDREP;\n");
2983 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2985 struct control_frame *control_frame;
2987 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2989 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2991 ERR("Could not find loop for break\n");
2992 return NULL;
2995 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2997 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2998 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2999 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3001 if(vshader)
3003 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
3005 else
3007 shader_addline(buffer, "BRK;\n");
3011 static const char *get_compare(enum wined3d_shader_rel_op op)
3013 switch (op)
3015 case WINED3D_SHADER_REL_OP_GT: return "GT";
3016 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
3017 case WINED3D_SHADER_REL_OP_GE: return "GE";
3018 case WINED3D_SHADER_REL_OP_LT: return "LT";
3019 case WINED3D_SHADER_REL_OP_NE: return "NE";
3020 case WINED3D_SHADER_REL_OP_LE: return "LE";
3021 default:
3022 FIXME("Unrecognized operator %#x.\n", op);
3023 return "(\?\?)";
3027 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3029 switch (op)
3031 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3032 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3033 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3034 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3035 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3036 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3037 default:
3038 FIXME("Unrecognized operator %#x.\n", op);
3039 return -1;
3043 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3045 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3046 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3047 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3048 char src_name0[50];
3049 char src_name1[50];
3050 const char *comp = get_compare(ins->flags);
3052 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3053 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3055 if(vshader)
3057 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3058 * away the subtraction result
3060 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3061 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3063 else
3065 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3066 shader_addline(buffer, "BRK (%s.x);\n", comp);
3070 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3072 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3073 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3074 struct list *e = list_head(&priv->control_frames);
3075 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3076 const char *comp;
3077 char src_name0[50];
3078 char src_name1[50];
3079 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3081 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3082 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3084 if(vshader)
3086 /* Invert the flag. We jump to the else label if the condition is NOT true */
3087 comp = get_compare(invert_compare(ins->flags));
3088 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3089 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3091 else
3093 comp = get_compare(ins->flags);
3094 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3095 shader_addline(buffer, "IF %s.x;\n", comp);
3099 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3101 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3102 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3103 struct list *e = list_head(&priv->control_frames);
3104 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3105 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3107 if(vshader)
3109 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3110 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3111 control_frame->had_else = TRUE;
3113 else
3115 shader_addline(buffer, "ELSE;\n");
3119 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3121 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3122 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3123 struct list *e = list_head(&priv->control_frames);
3124 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3125 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3127 if(vshader)
3129 if(control_frame->had_else)
3131 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3133 else
3135 shader_addline(buffer, "#No else branch. else is endif\n");
3136 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3139 else
3141 shader_addline(buffer, "ENDIF;\n");
3145 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3147 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3148 char reg_dest[40];
3149 char reg_src[3][40];
3150 WORD flags = TEX_DERIV;
3152 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3153 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3154 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3155 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3157 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3158 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3160 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3163 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3165 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3166 char reg_dest[40];
3167 char reg_coord[40];
3168 WORD flags = TEX_LOD;
3170 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3171 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3173 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3174 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3176 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3179 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3181 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3182 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3184 priv->in_main_func = FALSE;
3185 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3186 * subroutine, don't generate a label that will make GL complain
3188 if(priv->target_version == ARB) return;
3190 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3193 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3194 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3195 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3196 struct wined3d_string_buffer *buffer)
3198 unsigned int i;
3200 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3201 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3202 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3203 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3205 if (args->super.fog_src == VS_FOG_Z)
3207 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3209 else
3211 if (!reg_maps->fog)
3213 /* posFixup.x is always 1.0, so we can safely use it */
3214 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3216 else
3218 /* Clamp fogcoord */
3219 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3220 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3222 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3223 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3227 /* Clipplanes are always stored without y inversion */
3228 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3230 if (args->super.clip_enabled)
3232 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3234 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3238 else if (args->clip.boolclip.clip_texcoord)
3240 static const char component[4] = {'x', 'y', 'z', 'w'};
3241 unsigned int cur_clip = 0;
3242 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3244 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3246 if (args->clip.boolclip.clipplane_mask & (1u << i))
3248 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3249 component[cur_clip++], i);
3252 switch (cur_clip)
3254 case 0:
3255 shader_addline(buffer, "MOV TA, %s;\n", zero);
3256 break;
3257 case 1:
3258 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3259 break;
3260 case 2:
3261 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3262 break;
3263 case 3:
3264 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3265 break;
3267 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3268 args->clip.boolclip.clip_texcoord - 1);
3271 /* Write the final position.
3273 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3274 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3275 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3276 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3278 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3279 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3280 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3282 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3283 * and the glsl equivalent
3285 if (need_helper_const(shader_data, reg_maps, gl_info))
3287 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3288 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3290 else
3292 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3293 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3296 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3298 priv_ctx->footer_written = TRUE;
3301 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3303 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3304 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3305 const struct wined3d_shader *shader = ins->ctx->shader;
3306 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3308 if(priv->target_version == ARB) return;
3310 if(vshader)
3312 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3313 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3316 shader_addline(buffer, "RET;\n");
3319 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3321 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3322 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3325 static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3327 const char *ptr, *line;
3328 GLint native, pos;
3330 if (TRACE_ON(d3d_shader))
3332 ptr = src;
3333 while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3336 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3337 checkGLcall("glProgramStringARB()");
3339 if (FIXME_ON(d3d_shader))
3341 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3342 if (pos != -1)
3344 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3345 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3346 ptr = src;
3347 while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3348 FIXME_(d3d_shader)("\n");
3350 return FALSE;
3354 if (WARN_ON(d3d_perf))
3356 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3357 checkGLcall("glGetProgramivARB()");
3358 if (!native)
3359 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3362 return TRUE;
3365 /* Context activation is done by the caller. */
3366 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3368 GLuint program_id = 0;
3370 static const char blt_vprogram[] =
3371 "!!ARBvp1.0\n"
3372 "PARAM c[1] = { { 1, 0.5 } };\n"
3373 "MOV result.position, vertex.position;\n"
3374 "MOV result.color, c[0].x;\n"
3375 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3376 "END\n";
3378 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3379 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3380 shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, blt_vprogram);
3382 return program_id;
3385 /* Context activation is done by the caller. */
3386 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3387 enum wined3d_gl_resource_type tex_type, BOOL masked)
3389 GLuint program_id = 0;
3390 const char *fprogram;
3392 static const char * const blt_fprograms_full[WINED3D_GL_RES_TYPE_COUNT] =
3394 /* WINED3D_GL_RES_TYPE_TEX_1D */
3395 NULL,
3396 /* WINED3D_GL_RES_TYPE_TEX_2D */
3397 "!!ARBfp1.0\n"
3398 "TEMP R0;\n"
3399 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3400 "MOV result.depth.z, R0.x;\n"
3401 "END\n",
3402 /* WINED3D_GL_RES_TYPE_TEX_3D */
3403 NULL,
3404 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
3405 "!!ARBfp1.0\n"
3406 "TEMP R0;\n"
3407 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3408 "MOV result.depth.z, R0.x;\n"
3409 "END\n",
3410 /* WINED3D_GL_RES_TYPE_TEX_RECT */
3411 "!!ARBfp1.0\n"
3412 "TEMP R0;\n"
3413 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3414 "MOV result.depth.z, R0.x;\n"
3415 "END\n",
3416 /* WINED3D_GL_RES_TYPE_BUFFER */
3417 NULL,
3418 /* WINED3D_GL_RES_TYPE_RB */
3419 NULL,
3422 static const char * const blt_fprograms_masked[WINED3D_GL_RES_TYPE_COUNT] =
3424 /* WINED3D_GL_RES_TYPE_TEX_1D */
3425 NULL,
3426 /* WINED3D_GL_RES_TYPE_TEX_2D */
3427 "!!ARBfp1.0\n"
3428 "PARAM mask = program.local[0];\n"
3429 "TEMP R0;\n"
3430 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3431 "MUL R0.x, R0.x, R0.y;\n"
3432 "KIL -R0.x;\n"
3433 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3434 "MOV result.depth.z, R0.x;\n"
3435 "END\n",
3436 /* WINED3D_GL_RES_TYPE_TEX_3D */
3437 NULL,
3438 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
3439 "!!ARBfp1.0\n"
3440 "PARAM mask = program.local[0];\n"
3441 "TEMP R0;\n"
3442 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3443 "MUL R0.x, R0.x, R0.y;\n"
3444 "KIL -R0.x;\n"
3445 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3446 "MOV result.depth.z, R0.x;\n"
3447 "END\n",
3448 /* WINED3D_GL_RES_TYPE_TEX_RECT */
3449 "!!ARBfp1.0\n"
3450 "PARAM mask = program.local[0];\n"
3451 "TEMP R0;\n"
3452 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3453 "MUL R0.x, R0.x, R0.y;\n"
3454 "KIL -R0.x;\n"
3455 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3456 "MOV result.depth.z, R0.x;\n"
3457 "END\n",
3458 /* WINED3D_GL_RES_TYPE_BUFFER */
3459 NULL,
3460 /* WINED3D_GL_RES_TYPE_RB */
3461 NULL,
3464 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3465 if (!fprogram)
3467 FIXME("tex_type %#x not supported, falling back to 2D\n", tex_type);
3468 tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
3469 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3472 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3473 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3474 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, fprogram);
3476 return program_id;
3479 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3480 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3482 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3484 if(condcode)
3486 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3487 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3488 /* Calculate the > 0.0031308 case */
3489 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3490 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3491 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3492 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3493 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3494 /* Calculate the < case */
3495 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3497 else
3499 /* Calculate the > 0.0031308 case */
3500 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3501 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3502 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3503 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3504 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3505 /* Calculate the < case */
3506 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3507 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3508 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3509 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3510 /* Store the components > 0.0031308 in the destination */
3511 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3512 /* Add the components that are < 0.0031308 */
3513 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3514 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3515 * result.color writes(.rgb first, then .a), or handle overwriting already written
3516 * components. The assembler uses a temporary register in this case, which is usually
3517 * not allocated from one of our registers that were used earlier.
3520 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3523 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3525 const struct wined3d_shader_lconst *constant;
3527 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3529 if (constant->idx == idx)
3531 return constant->value;
3534 return NULL;
3537 static void init_ps_input(const struct wined3d_shader *shader,
3538 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3540 static const char * const texcoords[8] =
3542 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3543 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3545 unsigned int i;
3546 const struct wined3d_shader_signature_element *input;
3547 const char *semantic_name;
3548 DWORD semantic_idx;
3550 switch(args->super.vp_mode)
3552 case pretransformed:
3553 case fixedfunction:
3554 /* The pixelshader has to collect the varyings on its own. In any case properly load
3555 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3556 * other attribs to 0.0.
3558 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3559 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3560 * load the texcoord attrib pointers to match the pixel shader signature
3562 for (i = 0; i < shader->input_signature.element_count; ++i)
3564 input = &shader->input_signature.elements[i];
3565 if (!(semantic_name = input->semantic_name))
3566 continue;
3567 semantic_idx = input->semantic_idx;
3569 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3571 if (!semantic_idx)
3572 priv->ps_input[input->register_idx] = "fragment.color.primary";
3573 else if (semantic_idx == 1)
3574 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3575 else
3576 priv->ps_input[input->register_idx] = "0.0";
3578 else if (args->super.vp_mode == fixedfunction)
3580 priv->ps_input[input->register_idx] = "0.0";
3582 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3584 if (semantic_idx < 8)
3585 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3586 else
3587 priv->ps_input[input->register_idx] = "0.0";
3589 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3591 if (!semantic_idx)
3592 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3593 else
3594 priv->ps_input[input->register_idx] = "0.0";
3596 else
3598 priv->ps_input[input->register_idx] = "0.0";
3601 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3602 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3604 break;
3606 case vertexshader:
3607 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3608 * fragment.color
3610 for(i = 0; i < 8; i++)
3612 priv->ps_input[i] = texcoords[i];
3614 priv->ps_input[8] = "fragment.color.primary";
3615 priv->ps_input[9] = "fragment.color.secondary";
3616 break;
3620 static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
3621 const char *fragcolor, const char *tmp)
3623 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3624 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3625 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3628 /* Context activation is done by the caller. */
3629 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3630 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3631 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3633 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3634 const DWORD *function = shader->function;
3635 GLuint retval;
3636 char fragcolor[16];
3637 DWORD next_local = 0;
3638 struct shader_arb_ctx_priv priv_ctx;
3639 BOOL dcl_td = FALSE;
3640 BOOL want_nv_prog = FALSE;
3641 struct arb_pshader_private *shader_priv = shader->backend_data;
3642 DWORD map;
3643 BOOL custom_linear_fog = FALSE;
3645 char srgbtmp[4][4];
3646 char ftoa_tmp[17];
3647 unsigned int i, found = 0;
3649 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3651 if (!(map & 1)
3652 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3653 || (reg_maps->shader_version.major < 2 && !i))
3654 continue;
3656 sprintf(srgbtmp[found], "R%u", i);
3657 ++found;
3658 if (found == 4) break;
3661 switch(found) {
3662 case 0:
3663 sprintf(srgbtmp[0], "TA");
3664 sprintf(srgbtmp[1], "TB");
3665 sprintf(srgbtmp[2], "TC");
3666 sprintf(srgbtmp[3], "TD");
3667 dcl_td = TRUE;
3668 break;
3669 case 1:
3670 sprintf(srgbtmp[1], "TA");
3671 sprintf(srgbtmp[2], "TB");
3672 sprintf(srgbtmp[3], "TC");
3673 break;
3674 case 2:
3675 sprintf(srgbtmp[2], "TA");
3676 sprintf(srgbtmp[3], "TB");
3677 break;
3678 case 3:
3679 sprintf(srgbtmp[3], "TA");
3680 break;
3681 case 4:
3682 break;
3685 /* Create the hw ARB shader */
3686 memset(&priv_ctx, 0, sizeof(priv_ctx));
3687 priv_ctx.cur_ps_args = args;
3688 priv_ctx.compiled_fprog = compiled;
3689 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3690 init_ps_input(shader, args, &priv_ctx);
3691 list_init(&priv_ctx.control_frames);
3692 priv_ctx.ps_post_process = args->super.srgb_correction;
3694 /* Avoid enabling NV_fragment_program* if we do not need it.
3696 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3697 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3698 * is faster than what we gain from using higher native instructions. There are some things though
3699 * that cannot be emulated. In that case enable the extensions.
3700 * If the extension is enabled, instruction handlers that support both ways will use it.
3702 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3703 * So enable the best we can get.
3705 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3706 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3708 want_nv_prog = TRUE;
3711 shader_addline(buffer, "!!ARBfp1.0\n");
3712 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3714 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3715 priv_ctx.target_version = NV3;
3717 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3719 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3720 priv_ctx.target_version = NV2;
3721 } else {
3722 if(want_nv_prog)
3724 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3725 * limits properly
3727 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3728 ERR("Try GLSL\n");
3730 priv_ctx.target_version = ARB;
3733 if (reg_maps->rt_mask > 1)
3735 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3738 if (reg_maps->shader_version.major < 3)
3740 switch (args->super.fog)
3742 case WINED3D_FFP_PS_FOG_OFF:
3743 break;
3744 case WINED3D_FFP_PS_FOG_LINEAR:
3745 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3747 custom_linear_fog = TRUE;
3748 priv_ctx.ps_post_process = TRUE;
3749 break;
3751 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3752 break;
3753 case WINED3D_FFP_PS_FOG_EXP:
3754 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3755 break;
3756 case WINED3D_FFP_PS_FOG_EXP2:
3757 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3758 break;
3762 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3763 * unused temps away(but occupies them for the whole shader if they're used once). Always
3764 * declaring them avoids tricky bookkeeping work
3766 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3767 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3768 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3769 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3770 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3771 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3772 wined3d_ftoa(eps, ftoa_tmp);
3773 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3775 if (reg_maps->shader_version.major < 2)
3777 strcpy(fragcolor, "R0");
3779 else
3781 if (priv_ctx.ps_post_process)
3783 if (shader->u.ps.color0_mov)
3785 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3787 else
3789 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3790 strcpy(fragcolor, "TMP_COLOR");
3792 } else {
3793 strcpy(fragcolor, "result.color");
3797 if (args->super.srgb_correction)
3799 shader_addline(buffer, "PARAM srgb_consts0 = ");
3800 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
3801 shader_addline(buffer, ";\n");
3802 shader_addline(buffer, "PARAM srgb_consts1 = ");
3803 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
3804 shader_addline(buffer, ";\n");
3807 /* Base Declarations */
3808 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3810 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3812 unsigned char bump_const;
3814 if (!(map & 1)) continue;
3816 bump_const = compiled->numbumpenvmatconsts;
3817 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3818 compiled->bumpenvmatconst[bump_const].texunit = i;
3819 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3820 compiled->luminanceconst[bump_const].texunit = i;
3822 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3823 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3824 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3825 * textures due to conditional NP2 restrictions)
3827 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3828 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3829 * their location is shader dependent anyway and they cannot be loaded globally.
3831 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3832 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3833 i, compiled->bumpenvmatconst[bump_const].const_num);
3834 compiled->numbumpenvmatconsts = bump_const + 1;
3836 if (!(reg_maps->luminanceparams & (1u << i)))
3837 continue;
3839 compiled->luminanceconst[bump_const].const_num = next_local++;
3840 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3841 i, compiled->luminanceconst[bump_const].const_num);
3844 for(i = 0; i < MAX_CONST_I; i++)
3846 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3847 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
3849 const DWORD *control_values = find_loop_control_values(shader, i);
3851 if(control_values)
3853 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3854 control_values[0], control_values[1], control_values[2]);
3856 else
3858 compiled->int_consts[i] = next_local;
3859 compiled->num_int_consts++;
3860 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3865 if(reg_maps->vpos || reg_maps->usesdsy)
3867 compiled->ycorrection = next_local;
3868 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3870 if(reg_maps->vpos)
3872 shader_addline(buffer, "TEMP vpos;\n");
3873 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3874 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3875 * ycorrection.z: 1.0
3876 * ycorrection.w: 0.0
3878 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3879 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3882 else
3884 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3887 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3888 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3889 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3890 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3891 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3892 * shader compilation errors and the subsequent errors when drawing with this shader. */
3893 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3894 unsigned char cur_fixup_sampler = 0;
3896 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3897 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3898 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3900 fixup->offset = next_local;
3901 fixup->super.active = 0;
3903 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3905 if (!(map & (1u << i)))
3906 continue;
3908 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts)
3910 fixup->super.active |= (1u << i);
3911 fixup->super.idx[i] = cur_fixup_sampler++;
3913 else
3915 FIXME("No free constant found to load NP2 fixup data into shader. "
3916 "Sampling from this texture will probably look wrong.\n");
3917 break;
3921 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3922 if (fixup->super.num_consts) {
3923 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3924 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3928 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3930 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3933 /* Base Shader Body */
3934 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3936 if(args->super.srgb_correction) {
3937 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3938 priv_ctx.target_version >= NV2);
3941 if (custom_linear_fog)
3942 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3944 if(strcmp(fragcolor, "result.color")) {
3945 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3947 shader_addline(buffer, "END\n");
3949 /* TODO: change to resource.glObjectHandle or something like that */
3950 GL_EXTCALL(glGenProgramsARB(1, &retval));
3952 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3953 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3955 TRACE("Created hw pixel shader, prg=%d\n", retval);
3956 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3957 return 0;
3959 return retval;
3962 static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3964 unsigned int i;
3965 int ret;
3967 if (sig1->element_count != sig2->element_count)
3968 return sig1->element_count < sig2->element_count ? -1 : 1;
3970 for (i = 0; i < sig1->element_count; ++i)
3972 const struct wined3d_shader_signature_element *e1, *e2;
3974 e1 = &sig1->elements[i];
3975 e2 = &sig2->elements[i];
3977 if (!e1->semantic_name || !e2->semantic_name)
3979 /* Compare pointers, not contents. One string is NULL (element
3980 * does not exist), the other one is not NULL. */
3981 if (e1->semantic_name != e2->semantic_name)
3982 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3983 continue;
3986 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3987 return ret;
3988 if (e1->semantic_idx != e2->semantic_idx)
3989 return e1->semantic_idx < e2->semantic_idx ? -1 : 1;
3990 if (e1->sysval_semantic != e2->sysval_semantic)
3991 return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1;
3992 if (e1->component_type != e2->component_type)
3993 return e1->component_type < e2->component_type ? -1 : 1;
3994 if (e1->register_idx != e2->register_idx)
3995 return e1->register_idx < e2->register_idx ? -1 : 1;
3996 if (e1->mask != e2->mask)
3997 return e1->mask < e2->mask ? -1 : 1;
3999 return 0;
4002 static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
4004 unsigned int i;
4005 char *name;
4007 new->element_count = sig->element_count;
4008 new->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*new->elements) * new->element_count);
4009 for (i = 0; i < sig->element_count; ++i)
4011 new->elements[i] = sig->elements[i];
4013 if (!new->elements[i].semantic_name)
4014 continue;
4016 /* Clone the semantic string */
4017 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig->elements[i].semantic_name) + 1);
4018 strcpy(name, sig->elements[i].semantic_name);
4019 new->elements[i].semantic_name = name;
4023 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
4025 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
4026 struct ps_signature *found_sig;
4028 if (entry)
4030 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4031 TRACE("Found existing signature %u\n", found_sig->idx);
4032 return found_sig->idx;
4034 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*found_sig));
4035 clone_sig(&found_sig->sig, sig);
4036 found_sig->idx = priv->ps_sig_number++;
4037 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
4038 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
4040 ERR("Failed to insert program entry.\n");
4042 return found_sig->idx;
4045 static void init_output_registers(const struct wined3d_shader *shader,
4046 const struct wined3d_shader_signature *ps_input_sig,
4047 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
4049 unsigned int i, j;
4050 static const char * const texcoords[8] =
4052 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4053 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
4055 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
4056 * and varying 9 to result.color.secondary
4058 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
4060 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4061 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
4062 "result.color.primary", "result.color.secondary"
4065 if (!ps_input_sig)
4067 TRACE("Pixel shader uses builtin varyings\n");
4068 /* Map builtins to builtins */
4069 for(i = 0; i < 8; i++)
4071 priv_ctx->texcrd_output[i] = texcoords[i];
4073 priv_ctx->color_output[0] = "result.color.primary";
4074 priv_ctx->color_output[1] = "result.color.secondary";
4075 priv_ctx->fog_output = "TMP_FOGCOORD";
4077 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
4078 for (i = 0; i < shader->output_signature.element_count; ++i)
4080 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4082 if (!output->semantic_name)
4083 continue;
4085 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
4087 TRACE("o%u is TMP_OUT\n", output->register_idx);
4088 if (!output->semantic_idx)
4089 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4090 else
4091 priv_ctx->vs_output[output->register_idx] = "TA";
4093 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
4095 TRACE("o%u is result.pointsize\n", output->register_idx);
4096 if (!output->semantic_idx)
4097 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4098 else
4099 priv_ctx->vs_output[output->register_idx] = "TA";
4101 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
4103 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
4104 if (!output->semantic_idx)
4105 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
4106 else if (output->semantic_idx == 1)
4107 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
4108 else priv_ctx->vs_output[output->register_idx] = "TA";
4110 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4112 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
4113 if (output->semantic_idx >= 8)
4114 priv_ctx->vs_output[output->register_idx] = "TA";
4115 else
4116 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
4118 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
4120 TRACE("o%u is result.fogcoord\n", output->register_idx);
4121 if (output->semantic_idx > 0)
4122 priv_ctx->vs_output[output->register_idx] = "TA";
4123 else
4124 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
4126 else
4128 priv_ctx->vs_output[output->register_idx] = "TA";
4131 return;
4134 TRACE("Pixel shader uses declared varyings\n");
4136 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4137 for(i = 0; i < 8; i++)
4139 priv_ctx->texcrd_output[i] = "TA";
4141 priv_ctx->color_output[0] = "TA";
4142 priv_ctx->color_output[1] = "TA";
4143 priv_ctx->fog_output = "TA";
4145 for (i = 0; i < ps_input_sig->element_count; ++i)
4147 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4149 if (!input->semantic_name)
4150 continue;
4152 /* If a declared input register is not written by builtin arguments, don't write to it.
4153 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4155 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4156 * to TMP_OUT in any case
4158 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4160 if (input->semantic_idx < 8)
4161 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4163 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4165 if (input->semantic_idx < 2)
4166 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4168 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4170 if (!input->semantic_idx)
4171 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4173 else
4175 continue;
4178 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4179 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4181 compiled->need_color_unclamp = TRUE;
4185 /* Map declared to declared */
4186 for (i = 0; i < shader->output_signature.element_count; ++i)
4188 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4190 /* Write unread output to TA to throw them away */
4191 priv_ctx->vs_output[output->register_idx] = "TA";
4193 if (!output->semantic_name)
4194 continue;
4196 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
4198 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4199 continue;
4201 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
4203 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4204 continue;
4207 for (j = 0; j < ps_input_sig->element_count; ++j)
4209 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4211 if (!input->semantic_name)
4212 continue;
4214 if (!strcmp(input->semantic_name, output->semantic_name)
4215 && input->semantic_idx == output->semantic_idx)
4217 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4219 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4220 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4222 compiled->need_color_unclamp = TRUE;
4229 /* Context activation is done by the caller. */
4230 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4231 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4232 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4233 const struct wined3d_shader_signature *ps_input_sig)
4235 const struct arb_vshader_private *shader_data = shader->backend_data;
4236 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4237 struct shader_arb_priv *priv = shader->device->shader_priv;
4238 const DWORD *function = shader->function;
4239 GLuint ret;
4240 DWORD next_local = 0;
4241 struct shader_arb_ctx_priv priv_ctx;
4242 unsigned int i;
4244 memset(&priv_ctx, 0, sizeof(priv_ctx));
4245 priv_ctx.cur_vs_args = args;
4246 list_init(&priv_ctx.control_frames);
4247 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4249 /* Create the hw ARB shader */
4250 shader_addline(buffer, "!!ARBvp1.0\n");
4252 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4253 * mesurable performance penalty, and we can always make use of it for clipplanes.
4255 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4257 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4258 priv_ctx.target_version = NV3;
4259 shader_addline(buffer, "ADDRESS aL;\n");
4261 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4263 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4264 priv_ctx.target_version = NV2;
4265 shader_addline(buffer, "ADDRESS aL;\n");
4266 } else {
4267 priv_ctx.target_version = ARB;
4270 shader_addline(buffer, "TEMP TMP_OUT;\n");
4271 if (reg_maps->fog)
4272 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4273 if (need_helper_const(shader_data, reg_maps, gl_info))
4275 char ftoa_tmp[17];
4276 wined3d_ftoa(eps, ftoa_tmp);
4277 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4279 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4281 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4282 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4285 shader_addline(buffer, "TEMP TA;\n");
4286 shader_addline(buffer, "TEMP TB;\n");
4288 /* Base Declarations */
4289 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4290 &priv_ctx.vs_clipplanes, &priv_ctx);
4292 for(i = 0; i < MAX_CONST_I; i++)
4294 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4295 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
4297 const DWORD *control_values = find_loop_control_values(shader, i);
4299 if(control_values)
4301 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4302 control_values[0], control_values[1], control_values[2]);
4304 else
4306 compiled->int_consts[i] = next_local;
4307 compiled->num_int_consts++;
4308 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4313 /* We need a constant to fixup the final position */
4314 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4315 compiled->pos_fixup = next_local++;
4317 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4318 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4319 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4320 * a replacement shader depend on the texcoord.w being set properly.
4322 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4323 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4324 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4325 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4326 * this can eat a number of instructions, so skip it unless this cap is set as well
4328 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4330 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4331 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4333 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4335 int i;
4336 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4337 for(i = 0; i < MAX_REG_TEXCRD; i++)
4339 if (reg_maps->u.texcoord_mask[i] && reg_maps->u.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4340 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4345 /* The shader starts with the main function */
4346 priv_ctx.in_main_func = TRUE;
4347 /* Base Shader Body */
4348 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4350 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4351 shader_data, args, reg_maps, gl_info, buffer);
4353 shader_addline(buffer, "END\n");
4355 /* TODO: change to resource.glObjectHandle or something like that */
4356 GL_EXTCALL(glGenProgramsARB(1, &ret));
4358 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4359 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4361 TRACE("Created hw vertex shader, prg=%d\n", ret);
4362 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4363 return -1;
4365 return ret;
4368 /* Context activation is done by the caller. */
4369 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4370 const struct arb_ps_compile_args *args)
4372 struct wined3d_device *device = shader->device;
4373 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4374 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4375 UINT i;
4376 DWORD new_size;
4377 struct arb_ps_compiled_shader *new_array;
4378 struct wined3d_string_buffer buffer;
4379 struct arb_pshader_private *shader_data;
4380 GLuint ret;
4382 if (!shader->backend_data)
4384 struct shader_arb_priv *priv = device->shader_priv;
4386 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4387 shader_data = shader->backend_data;
4388 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4390 if (shader->reg_maps.shader_version.major < 3)
4391 shader_data->input_signature_idx = ~0U;
4392 else
4393 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4395 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4397 if (!d3d_info->vs_clipping)
4398 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4399 d3d_info->limits.ffp_blend_stages - 1);
4400 else
4401 shader_data->clipplane_emulation = ~0U;
4403 shader_data = shader->backend_data;
4405 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4406 * so a linear search is more performant than a hashmap or a binary search
4407 * (cache coherency etc)
4409 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4411 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4412 return &shader_data->gl_shaders[i];
4415 TRACE("No matching GL shader found, compiling a new shader\n");
4416 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4417 if (shader_data->num_gl_shaders)
4419 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4420 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4421 new_size * sizeof(*shader_data->gl_shaders));
4422 } else {
4423 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4424 new_size = 1;
4427 if(!new_array) {
4428 ERR("Out of memory\n");
4429 return 0;
4431 shader_data->gl_shaders = new_array;
4432 shader_data->shader_array_size = new_size;
4435 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4437 pixelshader_update_resource_types(shader, args->super.tex_types);
4439 if (!string_buffer_init(&buffer))
4441 ERR("Failed to initialize shader buffer.\n");
4442 return 0;
4445 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4446 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4447 string_buffer_free(&buffer);
4448 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4450 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4453 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4454 const DWORD use_map, BOOL skip_int) {
4455 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4456 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4457 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4458 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4459 if(stored->ps_signature != new->ps_signature) return FALSE;
4460 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4461 if(skip_int) return TRUE;
4463 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4466 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4467 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4468 const struct wined3d_shader_signature *ps_input_sig)
4470 UINT i;
4471 DWORD new_size;
4472 struct arb_vs_compiled_shader *new_array;
4473 struct wined3d_string_buffer buffer;
4474 struct arb_vshader_private *shader_data;
4475 GLuint ret;
4477 if (!shader->backend_data)
4479 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4481 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4482 shader_data = shader->backend_data;
4484 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4485 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4487 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4489 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4490 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4491 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4493 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4494 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4495 else if (reg_maps->max_rel_offset > 63)
4496 shader_data->rel_offset = reg_maps->min_rel_offset;
4499 shader_data = shader->backend_data;
4501 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4502 * so a linear search is more performant than a hashmap or a binary search
4503 * (cache coherency etc)
4505 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4506 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4507 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4509 return &shader_data->gl_shaders[i];
4513 TRACE("No matching GL shader found, compiling a new shader\n");
4515 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4516 if (shader_data->num_gl_shaders)
4518 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4519 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4520 new_size * sizeof(*shader_data->gl_shaders));
4521 } else {
4522 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4523 new_size = 1;
4526 if(!new_array) {
4527 ERR("Out of memory\n");
4528 return 0;
4530 shader_data->gl_shaders = new_array;
4531 shader_data->shader_array_size = new_size;
4534 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4536 if (!string_buffer_init(&buffer))
4538 ERR("Failed to initialize shader buffer.\n");
4539 return 0;
4542 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4543 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4544 ps_input_sig);
4545 string_buffer_free(&buffer);
4546 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4548 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4551 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4552 const struct wined3d_context *context, const struct wined3d_shader *shader,
4553 struct arb_ps_compile_args *args)
4555 const struct wined3d_gl_info *gl_info = context->gl_info;
4556 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4557 int i;
4558 WORD int_skip;
4560 find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, context);
4562 /* This forces all local boolean constants to 1 to make them stateblock independent */
4563 args->bools = shader->reg_maps.local_bool_consts;
4565 for(i = 0; i < MAX_CONST_B; i++)
4567 if (state->ps_consts_b[i])
4568 args->bools |= ( 1u << i);
4571 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4572 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4573 * duplicate the shader than have a no-op KIL instruction in every shader
4575 if (!d3d_info->vs_clipping && use_vs(state)
4576 && state->render_states[WINED3D_RS_CLIPPING]
4577 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4578 args->clip = 1;
4579 else
4580 args->clip = 0;
4582 /* Skip if unused or local, or supported natively */
4583 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4584 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4586 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4587 return;
4590 for (i = 0; i < MAX_CONST_I; ++i)
4592 if (int_skip & (1u << i))
4594 args->loop_ctrl[i][0] = 0;
4595 args->loop_ctrl[i][1] = 0;
4596 args->loop_ctrl[i][2] = 0;
4598 else
4600 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4601 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4602 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4607 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4608 const struct wined3d_context *context, const struct wined3d_shader *shader,
4609 struct arb_vs_compile_args *args)
4611 const struct wined3d_device *device = shader->device;
4612 const struct wined3d_adapter *adapter = device->adapter;
4613 const struct wined3d_gl_info *gl_info = context->gl_info;
4614 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4615 int i;
4616 WORD int_skip;
4618 find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super, d3d_info);
4620 args->clip.boolclip_compare = 0;
4621 if (use_ps(state))
4623 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4624 const struct arb_pshader_private *shader_priv = ps->backend_data;
4625 args->ps_signature = shader_priv->input_signature_idx;
4627 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4629 else
4631 args->ps_signature = ~0;
4632 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4633 args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0;
4634 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4637 if (args->clip.boolclip.clip_texcoord)
4639 if (state->render_states[WINED3D_RS_CLIPPING])
4640 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4641 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4644 /* This forces all local boolean constants to 1 to make them stateblock independent */
4645 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4646 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4647 for(i = 0; i < MAX_CONST_B; i++)
4649 if (state->vs_consts_b[i])
4650 args->clip.boolclip.bools |= (1u << i);
4653 args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0];
4654 args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1];
4655 args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2];
4656 args->vertex.samplers[3] = 0;
4658 /* Skip if unused or local */
4659 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4660 /* This is about flow control, not clipping. */
4661 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4663 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4664 return;
4667 for(i = 0; i < MAX_CONST_I; i++)
4669 if (int_skip & (1u << i))
4671 args->loop_ctrl[i][0] = 0;
4672 args->loop_ctrl[i][1] = 0;
4673 args->loop_ctrl[i][2] = 0;
4675 else
4677 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4678 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4679 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4684 /* Context activation is done by the caller. */
4685 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4686 const struct wined3d_state *state)
4688 struct shader_arb_priv *priv = shader_priv;
4689 const struct wined3d_gl_info *gl_info = context->gl_info;
4690 int i;
4692 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4693 if (use_ps(state))
4695 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4696 struct arb_ps_compile_args compile_args;
4697 struct arb_ps_compiled_shader *compiled;
4699 TRACE("Using pixel shader %p.\n", ps);
4700 find_arb_ps_compile_args(state, context, ps, &compile_args);
4701 compiled = find_arb_pshader(ps, &compile_args);
4702 priv->current_fprogram_id = compiled->prgId;
4703 priv->compiled_fprog = compiled;
4705 /* Bind the fragment program */
4706 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4707 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4709 if (!priv->use_arbfp_fixed_func)
4710 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4712 /* Enable OpenGL fragment programs. */
4713 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4714 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4716 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4718 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4719 * a 1.x and newer shader, reload the first 8 constants
4721 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4723 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4724 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4725 for(i = 0; i < 8; i++)
4727 priv->pshader_const_dirty[i] = 1;
4729 /* Also takes care of loading local constants */
4730 shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
4732 else
4734 UINT rt_height = state->fb->render_targets[0]->height;
4735 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4738 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4739 if (compiled->np2fixup_info.super.active)
4740 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4742 if (ps->load_local_constsF)
4743 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4745 else
4747 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4749 /* Disable only if we're not using arbfp fixed function fragment
4750 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4751 * enabled, and the fixed function pipeline will bind the fixed
4752 * function replacement shader. */
4753 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4754 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4755 priv->current_fprogram_id = 0;
4757 priv->fragment_pipe->enable_extension(gl_info, TRUE);
4760 if (use_vs(state))
4762 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4763 struct arb_vs_compile_args compile_args;
4764 struct arb_vs_compiled_shader *compiled;
4765 const struct wined3d_shader_signature *ps_input_sig;
4767 TRACE("Using vertex shader %p\n", vs);
4768 find_arb_vs_compile_args(state, context, vs, &compile_args);
4770 /* Instead of searching for the signature in the signature list, read the one from the
4771 * current pixel shader. It's maybe not the shader where the signature came from, but it
4772 * is the same signature and faster to find. */
4773 if (compile_args.ps_signature == ~0U)
4774 ps_input_sig = NULL;
4775 else
4776 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4778 compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map,
4779 &compile_args, ps_input_sig);
4780 priv->current_vprogram_id = compiled->prgId;
4781 priv->compiled_vprog = compiled;
4783 /* Bind the vertex program */
4784 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4785 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4787 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4789 /* Enable OpenGL vertex programs */
4790 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4791 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4792 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4793 shader_arb_vs_local_constants(compiled, context, state);
4795 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4796 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4798 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4800 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4801 checkGLcall("glClampColorARB");
4802 } else {
4803 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4807 if (vs->load_local_constsF)
4808 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4810 else
4812 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4814 priv->current_vprogram_id = 0;
4815 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4816 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4818 priv->vertex_pipe->vp_enable(gl_info, TRUE);
4823 /* Context activation is done by the caller. */
4824 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4826 const struct wined3d_gl_info *gl_info = context->gl_info;
4827 struct shader_arb_priv *priv = shader_priv;
4829 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4831 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4832 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4833 priv->current_fprogram_id = 0;
4835 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4837 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4839 priv->current_vprogram_id = 0;
4840 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4841 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4843 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4845 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4847 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4848 checkGLcall("glClampColorARB");
4849 priv->last_vs_color_unclamp = FALSE;
4852 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
4853 | (1u << WINED3D_SHADER_TYPE_VERTEX)
4854 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
4855 | (1u << WINED3D_SHADER_TYPE_HULL)
4856 | (1u << WINED3D_SHADER_TYPE_DOMAIN);
4859 /* Context activation is done by the caller. */
4860 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4861 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size)
4863 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4864 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4865 struct shader_arb_priv *priv = shader_priv;
4866 GLuint *blt_fprogram;
4868 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4869 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4870 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4872 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4873 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4874 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4875 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4876 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4879 /* Context activation is done by the caller. */
4880 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4882 struct shader_arb_priv *priv = shader_priv;
4884 if (priv->current_vprogram_id) {
4885 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4886 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4888 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4890 else
4892 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4893 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4896 if (priv->current_fprogram_id) {
4897 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4898 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4900 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4902 else if(!priv->use_arbfp_fixed_func)
4904 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4905 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4909 static void shader_arb_destroy(struct wined3d_shader *shader)
4911 struct wined3d_device *device = shader->device;
4912 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4914 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4916 struct arb_pshader_private *shader_data = shader->backend_data;
4917 UINT i;
4919 if(!shader_data) return; /* This can happen if a shader was never compiled */
4921 if (shader_data->num_gl_shaders)
4923 struct wined3d_context *context = context_acquire(device, NULL);
4925 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4927 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4928 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4931 context_release(context);
4934 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4935 HeapFree(GetProcessHeap(), 0, shader_data);
4936 shader->backend_data = NULL;
4938 else
4940 struct arb_vshader_private *shader_data = shader->backend_data;
4941 UINT i;
4943 if(!shader_data) return; /* This can happen if a shader was never compiled */
4945 if (shader_data->num_gl_shaders)
4947 struct wined3d_context *context = context_acquire(device, NULL);
4949 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4951 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4952 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4955 context_release(context);
4958 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4959 HeapFree(GetProcessHeap(), 0, shader_data);
4960 shader->backend_data = NULL;
4964 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4966 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4967 return compare_sig(key, &e->sig);
4970 static const struct wine_rb_functions sig_tree_functions =
4972 wined3d_rb_alloc,
4973 wined3d_rb_realloc,
4974 wined3d_rb_free,
4975 sig_tree_compare
4978 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4979 const struct fragment_pipeline *fragment_pipe)
4981 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4982 struct fragment_caps fragment_caps;
4983 void *vertex_priv, *fragment_priv;
4984 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4986 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4988 ERR("Failed to initialize vertex pipe.\n");
4989 HeapFree(GetProcessHeap(), 0, priv);
4990 return E_FAIL;
4993 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4995 ERR("Failed to initialize fragment pipe.\n");
4996 vertex_pipe->vp_free(device);
4997 HeapFree(GetProcessHeap(), 0, priv);
4998 return E_FAIL;
5001 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
5002 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
5003 if (!priv->vshader_const_dirty)
5004 goto fail;
5005 memset(priv->vshader_const_dirty, 1,
5006 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
5008 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
5009 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
5010 if (!priv->pshader_const_dirty)
5011 goto fail;
5012 memset(priv->pshader_const_dirty, 1,
5013 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
5015 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
5017 ERR("RB tree init failed\n");
5018 goto fail;
5021 priv->vertex_pipe = vertex_pipe;
5022 priv->fragment_pipe = fragment_pipe;
5023 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
5024 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
5026 device->vertex_priv = vertex_priv;
5027 device->fragment_priv = fragment_priv;
5028 device->shader_priv = priv;
5030 return WINED3D_OK;
5032 fail:
5033 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
5034 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
5035 fragment_pipe->free_private(device);
5036 vertex_pipe->vp_free(device);
5037 HeapFree(GetProcessHeap(), 0, priv);
5038 return E_OUTOFMEMORY;
5041 static void release_signature(struct wine_rb_entry *entry, void *context)
5043 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
5044 unsigned int i;
5046 for (i = 0; i < sig->sig.element_count; ++i)
5048 HeapFree(GetProcessHeap(), 0, (char *)sig->sig.elements[i].semantic_name);
5050 HeapFree(GetProcessHeap(), 0, sig->sig.elements);
5051 HeapFree(GetProcessHeap(), 0, sig);
5054 /* Context activation is done by the caller. */
5055 static void shader_arb_free(struct wined3d_device *device)
5057 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5058 struct shader_arb_priv *priv = device->shader_priv;
5059 int i;
5061 if (priv->depth_blt_vprogram_id)
5062 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
5064 for (i = 0; i < WINED3D_GL_RES_TYPE_COUNT; ++i)
5066 if (priv->depth_blt_fprogram_id_full[i])
5068 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
5070 if (priv->depth_blt_fprogram_id_masked[i])
5072 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
5076 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
5077 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
5078 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
5079 priv->fragment_pipe->free_private(device);
5080 priv->vertex_pipe->vp_free(device);
5081 HeapFree(GetProcessHeap(), 0, device->shader_priv);
5084 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
5086 return TRUE;
5089 static void shader_arb_free_context_data(struct wined3d_context *context)
5091 struct shader_arb_priv *priv;
5093 if (!context->swapchain)
5094 return;
5096 priv = context->swapchain->device->shader_priv;
5097 if (priv->last_context == context)
5098 priv->last_context = NULL;
5101 static void shader_arb_init_context_state(struct wined3d_context *context) {}
5103 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
5105 if (gl_info->supported[ARB_VERTEX_PROGRAM])
5107 DWORD vs_consts;
5108 UINT vs_version;
5110 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
5111 * for vertex programs. If the native limit is less than that it's
5112 * not very useful, and e.g. Mesa swrast returns 0, probably to
5113 * indicate it's a software implementation. */
5114 if (gl_info->limits.arb_vs_native_constants < 96)
5115 vs_consts = gl_info->limits.arb_vs_float_constants;
5116 else
5117 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
5119 if (gl_info->supported[NV_VERTEX_PROGRAM3])
5121 vs_version = 3;
5122 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
5124 else if (vs_consts >= 256)
5126 /* Shader Model 2.0 requires at least 256 vertex shader constants */
5127 vs_version = 2;
5128 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5130 else
5132 vs_version = 1;
5133 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5135 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
5136 caps->vs_uniform_count = vs_consts;
5138 else
5140 caps->vs_version = 0;
5141 caps->vs_uniform_count = 0;
5144 caps->hs_version = 0;
5145 caps->ds_version = 0;
5146 caps->gs_version = 0;
5148 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5150 DWORD ps_consts;
5151 UINT ps_version;
5153 /* Similar as above for vertex programs, but the minimum for fragment
5154 * programs is 24. */
5155 if (gl_info->limits.arb_ps_native_constants < 24)
5156 ps_consts = gl_info->limits.arb_ps_float_constants;
5157 else
5158 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5160 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5162 ps_version = 3;
5163 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5165 else if (ps_consts >= 32)
5167 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5168 ps_version = 2;
5169 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5171 else
5173 ps_version = 1;
5174 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5176 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
5177 caps->ps_uniform_count = ps_consts;
5178 caps->ps_1x_max_value = 8.0f;
5180 else
5182 caps->ps_version = 0;
5183 caps->ps_uniform_count = 0;
5184 caps->ps_1x_max_value = 0.0f;
5187 caps->varying_count = 0;
5188 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
5189 if (use_nv_clip(gl_info))
5190 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
5193 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5195 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5197 TRACE("Checking support for color_fixup:\n");
5198 dump_color_fixup_desc(fixup);
5201 /* We support everything except complex conversions. */
5202 if (!is_complex_fixup(fixup))
5204 TRACE("[OK]\n");
5205 return TRUE;
5208 TRACE("[FAILED]\n");
5209 return FALSE;
5212 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5213 DWORD shift;
5214 char write_mask[20], regstr[50];
5215 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5216 BOOL is_color = FALSE;
5217 const struct wined3d_shader_dst_param *dst;
5219 if (!ins->dst_count) return;
5221 dst = &ins->dst[0];
5222 shift = dst->shift;
5223 if (!shift) return; /* Saturate alone is handled by the instructions */
5225 shader_arb_get_write_mask(ins, dst, write_mask);
5226 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5228 /* Generate a line that does the output modifier computation
5229 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5230 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5232 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5233 regstr, write_mask, regstr, shift_tab[shift]);
5236 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5238 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5239 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5240 /* WINED3DSIH_AND */ NULL,
5241 /* WINED3DSIH_BEM */ pshader_hw_bem,
5242 /* WINED3DSIH_BREAK */ shader_hw_break,
5243 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5244 /* WINED3DSIH_BREAKP */ NULL,
5245 /* WINED3DSIH_CALL */ shader_hw_call,
5246 /* WINED3DSIH_CALLNZ */ NULL,
5247 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5248 /* WINED3DSIH_CND */ pshader_hw_cnd,
5249 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5250 /* WINED3DSIH_CUT */ NULL,
5251 /* WINED3DSIH_DCL */ shader_hw_nop,
5252 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5253 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL,
5254 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
5255 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
5256 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
5257 /* WINED3DSIH_DCL_INPUT */ NULL,
5258 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
5259 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5260 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
5261 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
5262 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
5263 /* WINED3DSIH_DCL_INPUT_SGV */ NULL,
5264 /* WINED3DSIH_DCL_INPUT_SIV */ NULL,
5265 /* WINED3DSIH_DCL_OUTPUT */ NULL,
5266 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
5267 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
5268 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5269 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
5270 /* WINED3DSIH_DCL_SAMPLER */ NULL,
5271 /* WINED3DSIH_DCL_TEMPS */ NULL,
5272 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
5273 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
5274 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
5275 /* WINED3DSIH_DCL_UAV_TYPED */ NULL,
5276 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5277 /* WINED3DSIH_DEF */ shader_hw_nop,
5278 /* WINED3DSIH_DEFB */ shader_hw_nop,
5279 /* WINED3DSIH_DEFI */ shader_hw_nop,
5280 /* WINED3DSIH_DIV */ NULL,
5281 /* WINED3DSIH_DP2 */ NULL,
5282 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5283 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5284 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5285 /* WINED3DSIH_DST */ shader_hw_map2gl,
5286 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5287 /* WINED3DSIH_DSX_COARSE */ NULL,
5288 /* WINED3DSIH_DSX_FINE */ NULL,
5289 /* WINED3DSIH_DSY */ shader_hw_dsy,
5290 /* WINED3DSIH_DSY_COARSE */ NULL,
5291 /* WINED3DSIH_DSY_FINE */ NULL,
5292 /* WINED3DSIH_ELSE */ shader_hw_else,
5293 /* WINED3DSIH_EMIT */ NULL,
5294 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5295 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5296 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5297 /* WINED3DSIH_EQ */ NULL,
5298 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5299 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5300 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5301 /* WINED3DSIH_FTOI */ NULL,
5302 /* WINED3DSIH_FTOU */ NULL,
5303 /* WINED3DSIH_GE */ NULL,
5304 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
5305 /* WINED3DSIH_HS_DECLS */ NULL,
5306 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
5307 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
5308 /* WINED3DSIH_IADD */ NULL,
5309 /* WINED3DSIH_IEQ */ NULL,
5310 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5311 /* WINED3DSIH_IFC */ shader_hw_ifc,
5312 /* WINED3DSIH_IGE */ NULL,
5313 /* WINED3DSIH_ILT */ NULL,
5314 /* WINED3DSIH_IMAD */ NULL,
5315 /* WINED3DSIH_IMAX */ NULL,
5316 /* WINED3DSIH_IMIN */ NULL,
5317 /* WINED3DSIH_IMUL */ NULL,
5318 /* WINED3DSIH_INE */ NULL,
5319 /* WINED3DSIH_INEG */ NULL,
5320 /* WINED3DSIH_ISHL */ NULL,
5321 /* WINED3DSIH_ITOF */ NULL,
5322 /* WINED3DSIH_LABEL */ shader_hw_label,
5323 /* WINED3DSIH_LD */ NULL,
5324 /* WINED3DSIH_LD2DMS */ NULL,
5325 /* WINED3DSIH_LD_STRUCTURED */ NULL,
5326 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5327 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5328 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5329 /* WINED3DSIH_LOOP */ shader_hw_loop,
5330 /* WINED3DSIH_LRP */ shader_hw_lrp,
5331 /* WINED3DSIH_LT */ NULL,
5332 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5333 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5334 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5335 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5336 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5337 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5338 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5339 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5340 /* WINED3DSIH_MOV */ shader_hw_mov,
5341 /* WINED3DSIH_MOVA */ shader_hw_mov,
5342 /* WINED3DSIH_MOVC */ NULL,
5343 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5344 /* WINED3DSIH_NE */ NULL,
5345 /* WINED3DSIH_NOP */ shader_hw_nop,
5346 /* WINED3DSIH_NOT */ NULL,
5347 /* WINED3DSIH_NRM */ shader_hw_nrm,
5348 /* WINED3DSIH_OR */ NULL,
5349 /* WINED3DSIH_PHASE */ shader_hw_nop,
5350 /* WINED3DSIH_POW */ shader_hw_pow,
5351 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5352 /* WINED3DSIH_REP */ shader_hw_rep,
5353 /* WINED3DSIH_RESINFO */ NULL,
5354 /* WINED3DSIH_RET */ shader_hw_ret,
5355 /* WINED3DSIH_ROUND_NI */ NULL,
5356 /* WINED3DSIH_ROUND_PI */ NULL,
5357 /* WINED3DSIH_ROUND_Z */ NULL,
5358 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5359 /* WINED3DSIH_SAMPLE */ NULL,
5360 /* WINED3DSIH_SAMPLE_B */ NULL,
5361 /* WINED3DSIH_SAMPLE_C */ NULL,
5362 /* WINED3DSIH_SAMPLE_C_LZ */ NULL,
5363 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5364 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5365 /* WINED3DSIH_SETP */ NULL,
5366 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5367 /* WINED3DSIH_SGN */ shader_hw_sgn,
5368 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5369 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5370 /* WINED3DSIH_SQRT */ NULL,
5371 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
5372 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5373 /* WINED3DSIH_TEX */ pshader_hw_tex,
5374 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5375 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5376 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5377 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5378 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5379 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5380 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5381 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5382 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5383 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5384 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5385 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5386 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5387 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5388 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5389 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5390 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5391 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5392 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5393 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5394 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5395 /* WINED3DSIH_UDIV */ NULL,
5396 /* WINED3DSIH_UGE */ NULL,
5397 /* WINED3DSIH_ULT */ NULL,
5398 /* WINED3DSIH_USHR */ NULL,
5399 /* WINED3DSIH_UTOF */ NULL,
5400 /* WINED3DSIH_XOR */ NULL,
5403 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5404 const struct wined3d_shader *shader, DWORD idx)
5406 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5407 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5408 const struct wined3d_shader_lconst *constant;
5409 WORD bools = 0;
5410 WORD flag = (1u << idx);
5411 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5413 if (reg_maps->local_bool_consts & flag)
5415 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5416 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5418 if (constant->idx == idx)
5420 return constant->value[0];
5423 ERR("Local constant not found\n");
5424 return FALSE;
5426 else
5428 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5429 else bools = priv->cur_ps_args->bools;
5430 return bools & flag;
5434 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5435 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5437 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5438 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5440 /* Integer constants can either be a local constant, or they can be stored in the shader
5441 * type specific compile args. */
5442 if (reg_maps->local_int_consts & (1u << idx))
5444 const struct wined3d_shader_lconst *constant;
5446 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5448 if (constant->idx == idx)
5450 loop_control->count = constant->value[0];
5451 loop_control->start = constant->value[1];
5452 /* Step is signed. */
5453 loop_control->step = (int)constant->value[2];
5454 return;
5457 /* If this happens the flag was set incorrectly */
5458 ERR("Local constant not found\n");
5459 loop_control->count = 0;
5460 loop_control->start = 0;
5461 loop_control->step = 0;
5462 return;
5465 switch (reg_maps->shader_version.type)
5467 case WINED3D_SHADER_TYPE_VERTEX:
5468 /* Count and aL start value are unsigned */
5469 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5470 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5471 /* Step is signed. */
5472 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5473 break;
5475 case WINED3D_SHADER_TYPE_PIXEL:
5476 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5477 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5478 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5479 break;
5481 default:
5482 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5483 break;
5487 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5489 unsigned int i;
5490 struct wined3d_shader_dst_param *dst_param;
5491 struct wined3d_shader_src_param *src_param = NULL, *rel_addr;
5492 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5493 if(!rec)
5495 ERR("Out of memory\n");
5496 return;
5499 rec->ins = *ins;
5500 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5501 if(!dst_param) goto free;
5502 *dst_param = *ins->dst;
5503 if (ins->dst->reg.idx[0].rel_addr)
5505 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5506 if (!rel_addr)
5507 goto free;
5508 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5509 dst_param->reg.idx[0].rel_addr = rel_addr;
5511 rec->ins.dst = dst_param;
5513 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5514 if (!src_param)
5515 goto free;
5516 for (i = 0; i < ins->src_count; ++i)
5518 src_param[i] = ins->src[i];
5519 if (ins->src[i].reg.idx[0].rel_addr)
5521 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5522 if (!rel_addr)
5523 goto free;
5524 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5525 src_param[i].reg.idx[0].rel_addr = rel_addr;
5528 rec->ins.src = src_param;
5529 list_add_tail(list, &rec->entry);
5530 return;
5532 free:
5533 ERR("Out of memory\n");
5534 if(dst_param)
5536 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5537 HeapFree(GetProcessHeap(), 0, dst_param);
5539 if(src_param)
5541 for(i = 0; i < ins->src_count; i++)
5543 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5545 HeapFree(GetProcessHeap(), 0, src_param);
5547 HeapFree(GetProcessHeap(), 0, rec);
5550 static void free_recorded_instruction(struct list *list)
5552 struct recorded_instruction *rec_ins, *entry2;
5553 unsigned int i;
5555 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5557 list_remove(&rec_ins->entry);
5558 if (rec_ins->ins.dst)
5560 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5561 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5563 if (rec_ins->ins.src)
5565 for (i = 0; i < rec_ins->ins.src_count; ++i)
5567 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5569 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5571 HeapFree(GetProcessHeap(), 0, rec_ins);
5575 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5577 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5578 struct control_frame *control_frame;
5580 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5582 struct list *e = list_head(&priv->control_frames);
5583 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5584 list_remove(&control_frame->entry);
5585 HeapFree(GetProcessHeap(), 0, control_frame);
5586 priv->loop_depth--;
5588 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5590 /* Non-ifc ENDIFs were already handled previously. */
5591 struct list *e = list_head(&priv->control_frames);
5592 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5593 list_remove(&control_frame->entry);
5594 HeapFree(GetProcessHeap(), 0, control_frame);
5598 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5599 SHADER_HANDLER hw_fct;
5600 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5601 const struct wined3d_shader *shader = ins->ctx->shader;
5602 struct control_frame *control_frame;
5603 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5604 BOOL bool_const;
5606 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5608 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5609 list_add_head(&priv->control_frames, &control_frame->entry);
5611 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5612 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5614 if(priv->target_version >= NV2)
5616 control_frame->no.loop = priv->num_loops++;
5617 priv->loop_depth++;
5619 else
5621 /* Don't bother recording when we're in a not used if branch */
5622 if(priv->muted)
5624 return;
5627 if(!priv->recording)
5629 list_init(&priv->record);
5630 priv->recording = TRUE;
5631 control_frame->outer_loop = TRUE;
5632 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5633 return; /* Instruction is handled */
5635 /* Record this loop in the outer loop's recording */
5638 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5640 if(priv->target_version >= NV2)
5642 /* Nothing to do. The control frame is popped after the HW instr handler */
5644 else
5646 struct list *e = list_head(&priv->control_frames);
5647 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5648 list_remove(&control_frame->entry);
5650 if(control_frame->outer_loop)
5652 unsigned int iteration;
5653 int aL = 0;
5654 struct list copy;
5656 /* Turn off recording before playback */
5657 priv->recording = FALSE;
5659 /* Move the recorded instructions to a separate list and get them out of the private data
5660 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5661 * be recorded again, thus priv->record might be overwritten
5663 list_init(&copy);
5664 list_move_tail(&copy, &priv->record);
5665 list_init(&priv->record);
5667 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5669 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5670 control_frame->loop_control.count, control_frame->loop_control.start,
5671 control_frame->loop_control.step);
5672 aL = control_frame->loop_control.start;
5674 else
5676 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5679 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5681 struct recorded_instruction *rec_ins;
5682 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5684 priv->aL = aL;
5685 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5687 else
5689 shader_addline(buffer, "#Iteration %u\n", iteration);
5692 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5694 shader_arb_handle_instruction(&rec_ins->ins);
5697 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5699 aL += control_frame->loop_control.step;
5702 shader_addline(buffer, "#end loop/rep\n");
5704 free_recorded_instruction(&copy);
5705 HeapFree(GetProcessHeap(), 0, control_frame);
5706 return; /* Instruction is handled */
5708 else
5710 /* This is a nested loop. Proceed to the normal recording function */
5711 HeapFree(GetProcessHeap(), 0, control_frame);
5716 if(priv->recording)
5718 record_instruction(&priv->record, ins);
5719 return;
5722 /* boolean if */
5723 if(ins->handler_idx == WINED3DSIH_IF)
5725 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5726 list_add_head(&priv->control_frames, &control_frame->entry);
5727 control_frame->type = IF;
5729 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5730 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5731 bool_const = !bool_const;
5732 if (!priv->muted && !bool_const)
5734 shader_addline(buffer, "#if(FALSE){\n");
5735 priv->muted = TRUE;
5736 control_frame->muting = TRUE;
5738 else shader_addline(buffer, "#if(TRUE) {\n");
5740 return; /* Instruction is handled */
5742 else if(ins->handler_idx == WINED3DSIH_IFC)
5744 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5745 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5746 control_frame->type = IFC;
5747 control_frame->no.ifc = priv->num_ifcs++;
5748 list_add_head(&priv->control_frames, &control_frame->entry);
5750 else if(ins->handler_idx == WINED3DSIH_ELSE)
5752 struct list *e = list_head(&priv->control_frames);
5753 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5755 if(control_frame->type == IF)
5757 shader_addline(buffer, "#} else {\n");
5758 if(!priv->muted && !control_frame->muting)
5760 priv->muted = TRUE;
5761 control_frame->muting = TRUE;
5763 else if(control_frame->muting) priv->muted = FALSE;
5764 return; /* Instruction is handled. */
5766 /* In case of an ifc, generate a HW shader instruction */
5767 if (control_frame->type != IFC)
5768 ERR("Control frame does not match.\n");
5770 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5772 struct list *e = list_head(&priv->control_frames);
5773 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5775 if(control_frame->type == IF)
5777 shader_addline(buffer, "#} endif\n");
5778 if(control_frame->muting) priv->muted = FALSE;
5779 list_remove(&control_frame->entry);
5780 HeapFree(GetProcessHeap(), 0, control_frame);
5781 return; /* Instruction is handled */
5783 /* In case of an ifc, generate a HW shader instruction */
5784 if (control_frame->type != IFC)
5785 ERR("Control frame does not match.\n");
5788 if(priv->muted)
5790 pop_control_frame(ins);
5791 return;
5794 /* Select handler */
5795 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5797 /* Unhandled opcode */
5798 if (!hw_fct)
5800 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
5801 return;
5803 hw_fct(ins);
5805 pop_control_frame(ins);
5807 shader_arb_add_instruction_modifiers(ins);
5810 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5812 struct shader_arb_priv *priv = shader_priv;
5814 return priv->ffp_proj_control;
5817 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5819 shader_arb_handle_instruction,
5820 shader_arb_select,
5821 shader_arb_disable,
5822 shader_arb_select_depth_blt,
5823 shader_arb_deselect_depth_blt,
5824 shader_arb_update_float_vertex_constants,
5825 shader_arb_update_float_pixel_constants,
5826 shader_arb_load_constants,
5827 shader_arb_destroy,
5828 shader_arb_alloc,
5829 shader_arb_free,
5830 shader_arb_allocate_context_data,
5831 shader_arb_free_context_data,
5832 shader_arb_init_context_state,
5833 shader_arb_get_caps,
5834 shader_arb_color_fixup_supported,
5835 shader_arb_has_ffp_proj_control,
5838 /* ARB_fragment_program fixed function pipeline replacement definitions */
5839 #define ARB_FFP_CONST_TFACTOR 0
5840 #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5841 #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5842 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5843 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5844 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5845 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5847 struct arbfp_ffp_desc
5849 struct ffp_frag_desc parent;
5850 GLuint shader;
5853 /* Context activation is done by the caller. */
5854 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5856 if (enable)
5858 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5859 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5861 else
5863 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5864 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5868 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5870 struct shader_arb_priv *priv;
5872 /* Share private data between the shader backend and the pipeline
5873 * replacement, if both are the arb implementation. This is needed to
5874 * figure out whether ARBfp should be disabled if no pixel shader is bound
5875 * or not. */
5876 if (shader_backend == &arb_program_shader_backend)
5877 priv = shader_priv;
5878 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5879 return NULL;
5881 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5883 ERR("Failed to initialize rbtree.\n");
5884 if (priv != shader_priv)
5885 HeapFree(GetProcessHeap(), 0, priv);
5886 return NULL;
5888 priv->use_arbfp_fixed_func = TRUE;
5890 return priv;
5893 /* Context activation is done by the caller. */
5894 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5896 const struct wined3d_gl_info *gl_info = context;
5897 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5899 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5900 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5901 HeapFree(GetProcessHeap(), 0, entry_arb);
5904 /* Context activation is done by the caller. */
5905 static void arbfp_free(struct wined3d_device *device)
5907 struct shader_arb_priv *priv = device->fragment_priv;
5909 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5910 priv->use_arbfp_fixed_func = FALSE;
5912 if (device->shader_backend != &arb_program_shader_backend)
5914 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5918 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5920 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5921 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5922 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
5923 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5924 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5925 WINED3DTEXOPCAPS_SELECTARG1 |
5926 WINED3DTEXOPCAPS_SELECTARG2 |
5927 WINED3DTEXOPCAPS_MODULATE4X |
5928 WINED3DTEXOPCAPS_MODULATE2X |
5929 WINED3DTEXOPCAPS_MODULATE |
5930 WINED3DTEXOPCAPS_ADDSIGNED2X |
5931 WINED3DTEXOPCAPS_ADDSIGNED |
5932 WINED3DTEXOPCAPS_ADD |
5933 WINED3DTEXOPCAPS_SUBTRACT |
5934 WINED3DTEXOPCAPS_ADDSMOOTH |
5935 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5936 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5937 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5938 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5939 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5940 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5941 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5942 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5943 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5944 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5945 WINED3DTEXOPCAPS_MULTIPLYADD |
5946 WINED3DTEXOPCAPS_LERP |
5947 WINED3DTEXOPCAPS_BUMPENVMAP |
5948 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5950 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5952 caps->MaxTextureBlendStages = 8;
5953 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5956 static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5958 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5961 static void state_texfactor_arbfp(struct wined3d_context *context,
5962 const struct wined3d_state *state, DWORD state_id)
5964 struct wined3d_device *device = context->swapchain->device;
5965 const struct wined3d_gl_info *gl_info = context->gl_info;
5966 struct wined3d_color color;
5968 /* Don't load the parameter if we're using an arbfp pixel shader,
5969 * otherwise we'll overwrite application provided constants. */
5970 if (device->shader_backend == &arb_program_shader_backend)
5972 struct shader_arb_priv *priv;
5974 if (use_ps(state)) return;
5976 priv = device->shader_priv;
5977 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5978 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5981 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
5982 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r));
5983 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
5986 static void state_arb_specularenable(struct wined3d_context *context,
5987 const struct wined3d_state *state, DWORD state_id)
5989 struct wined3d_device *device = context->swapchain->device;
5990 const struct wined3d_gl_info *gl_info = context->gl_info;
5991 float col[4];
5993 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5994 * application provided constants
5996 if (device->shader_backend == &arb_program_shader_backend)
5998 struct shader_arb_priv *priv;
6000 if (use_ps(state)) return;
6002 priv = device->shader_priv;
6003 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
6004 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
6007 if (state->render_states[WINED3D_RS_SPECULARENABLE])
6009 /* The specular color has no alpha */
6010 col[0] = 1.0f; col[1] = 1.0f;
6011 col[2] = 1.0f; col[3] = 0.0f;
6012 } else {
6013 col[0] = 0.0f; col[1] = 0.0f;
6014 col[2] = 0.0f; col[3] = 0.0f;
6016 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
6017 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
6020 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6022 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
6023 struct wined3d_device *device = context->swapchain->device;
6024 const struct wined3d_gl_info *gl_info = context->gl_info;
6025 float mat[2][2];
6027 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
6029 if (device->shader_backend == &arb_program_shader_backend)
6031 struct shader_arb_priv *priv = device->shader_priv;
6033 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
6034 if (use_ps(state))
6035 return;
6037 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
6038 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
6041 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
6042 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
6043 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
6044 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
6046 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
6047 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
6050 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
6051 const struct wined3d_state *state, DWORD state_id)
6053 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
6054 struct wined3d_device *device = context->swapchain->device;
6055 const struct wined3d_gl_info *gl_info = context->gl_info;
6056 float param[4];
6058 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
6060 if (device->shader_backend == &arb_program_shader_backend)
6062 struct shader_arb_priv *priv = device->shader_priv;
6064 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
6065 if (use_ps(state))
6066 return;
6068 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
6069 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
6072 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
6073 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
6074 param[2] = 0.0f;
6075 param[3] = 0.0f;
6077 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
6078 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
6081 static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6083 const struct wined3d_gl_info *gl_info = context->gl_info;
6084 int glParm;
6085 float ref;
6087 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6089 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
6091 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
6092 checkGLcall("glEnable GL_ALPHA_TEST");
6094 else
6096 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
6097 checkGLcall("glDisable GL_ALPHA_TEST");
6098 return;
6101 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
6102 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
6104 if (glParm)
6106 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
6107 checkGLcall("glAlphaFunc");
6111 static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6113 struct wined3d_device *device = context->swapchain->device;
6114 const struct wined3d_gl_info *gl_info = context->gl_info;
6115 struct wined3d_color float_key[2];
6116 const struct wined3d_texture *texture = state->textures[0];
6118 if (!texture)
6119 return;
6121 /* Don't load the parameter if we're using an arbfp pixel shader,
6122 * otherwise we'll overwrite application provided constants. */
6123 if (device->shader_backend == &arb_program_shader_backend)
6125 struct shader_arb_priv *priv;
6127 if (use_ps(state))
6128 return;
6130 priv = device->shader_priv;
6131 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_LOW] = 1;
6132 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_HIGH] = 1;
6133 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY_HIGH + 1);
6136 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
6138 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r));
6139 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
6140 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r));
6141 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
6144 static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
6146 const char *ret;
6148 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
6150 switch(arg & WINED3DTA_SELECTMASK) {
6151 case WINED3DTA_DIFFUSE:
6152 ret = "fragment.color.primary"; break;
6154 case WINED3DTA_CURRENT:
6155 ret = "ret";
6156 break;
6158 case WINED3DTA_TEXTURE:
6159 switch(stage) {
6160 case 0: ret = "tex0"; break;
6161 case 1: ret = "tex1"; break;
6162 case 2: ret = "tex2"; break;
6163 case 3: ret = "tex3"; break;
6164 case 4: ret = "tex4"; break;
6165 case 5: ret = "tex5"; break;
6166 case 6: ret = "tex6"; break;
6167 case 7: ret = "tex7"; break;
6168 default: ret = "unknown texture";
6170 break;
6172 case WINED3DTA_TFACTOR:
6173 ret = "tfactor"; break;
6175 case WINED3DTA_SPECULAR:
6176 ret = "fragment.color.secondary"; break;
6178 case WINED3DTA_TEMP:
6179 ret = "tempreg"; break;
6181 case WINED3DTA_CONSTANT:
6182 FIXME("Implement perstage constants\n");
6183 switch(stage) {
6184 case 0: ret = "const0"; break;
6185 case 1: ret = "const1"; break;
6186 case 2: ret = "const2"; break;
6187 case 3: ret = "const3"; break;
6188 case 4: ret = "const4"; break;
6189 case 5: ret = "const5"; break;
6190 case 6: ret = "const6"; break;
6191 case 7: ret = "const7"; break;
6192 default: ret = "unknown constant";
6194 break;
6196 default:
6197 return "unknown";
6200 if(arg & WINED3DTA_COMPLEMENT) {
6201 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6202 if(argnum == 0) ret = "arg0";
6203 if(argnum == 1) ret = "arg1";
6204 if(argnum == 2) ret = "arg2";
6206 if(arg & WINED3DTA_ALPHAREPLICATE) {
6207 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6208 if(argnum == 0) ret = "arg0";
6209 if(argnum == 1) ret = "arg1";
6210 if(argnum == 2) ret = "arg2";
6212 return ret;
6215 static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6216 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6218 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6219 unsigned int mul = 1;
6221 if(color && alpha) dstmask = "";
6222 else if(color) dstmask = ".xyz";
6223 else dstmask = ".w";
6225 if(dst == tempreg) dstreg = "tempreg";
6226 else dstreg = "ret";
6228 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6229 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6230 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6232 switch (op)
6234 case WINED3D_TOP_DISABLE:
6235 break;
6237 case WINED3D_TOP_SELECT_ARG2:
6238 arg1 = arg2;
6239 /* FALLTHROUGH */
6240 case WINED3D_TOP_SELECT_ARG1:
6241 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6242 break;
6244 case WINED3D_TOP_MODULATE_4X:
6245 mul = 2;
6246 /* FALLTHROUGH */
6247 case WINED3D_TOP_MODULATE_2X:
6248 mul *= 2;
6249 /* FALLTHROUGH */
6250 case WINED3D_TOP_MODULATE:
6251 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6252 break;
6254 case WINED3D_TOP_ADD_SIGNED_2X:
6255 mul = 2;
6256 /* FALLTHROUGH */
6257 case WINED3D_TOP_ADD_SIGNED:
6258 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6259 arg2 = "arg2";
6260 /* FALLTHROUGH */
6261 case WINED3D_TOP_ADD:
6262 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6263 break;
6265 case WINED3D_TOP_SUBTRACT:
6266 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6267 break;
6269 case WINED3D_TOP_ADD_SMOOTH:
6270 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6271 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6272 break;
6274 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6275 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6276 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6277 break;
6278 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6279 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6280 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6281 break;
6282 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6283 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6284 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6285 break;
6286 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6287 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6288 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6289 break;
6291 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6292 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6293 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6294 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6295 break;
6297 /* D3DTOP_PREMODULATE ???? */
6299 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6300 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6301 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6302 break;
6303 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6304 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6305 break;
6306 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6307 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6308 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6309 break;
6310 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6311 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6312 break;
6314 case WINED3D_TOP_DOTPRODUCT3:
6315 mul = 4;
6316 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6317 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6318 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6319 break;
6321 case WINED3D_TOP_MULTIPLY_ADD:
6322 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6323 break;
6325 case WINED3D_TOP_LERP:
6326 /* The msdn is not quite right here */
6327 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6328 break;
6330 case WINED3D_TOP_BUMPENVMAP:
6331 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6332 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6333 break;
6335 default:
6336 FIXME("Unhandled texture op %08x\n", op);
6339 if (mul == 2)
6340 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6341 else if (mul == 4)
6342 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6345 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
6347 switch(type)
6349 case WINED3D_GL_RES_TYPE_TEX_1D:
6350 return "1D";
6351 case WINED3D_GL_RES_TYPE_TEX_2D:
6352 return "2D";
6353 case WINED3D_GL_RES_TYPE_TEX_3D:
6354 return "3D";
6355 case WINED3D_GL_RES_TYPE_TEX_CUBE:
6356 return "CUBE";
6357 case WINED3D_GL_RES_TYPE_TEX_RECT:
6358 return "RECT";
6359 default:
6360 return "unexpected_resource_type";
6364 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6366 unsigned int stage;
6367 struct wined3d_string_buffer buffer;
6368 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6369 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6370 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6371 UINT lowest_disabled_stage;
6372 const char *textype;
6373 const char *instr;
6374 char colorcor_dst[8];
6375 GLuint ret;
6376 DWORD arg0, arg1, arg2;
6377 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6378 BOOL op_equal;
6379 BOOL custom_linear_fog = FALSE;
6380 struct color_fixup_masks masks;
6382 if (!string_buffer_init(&buffer))
6384 ERR("Failed to initialize shader buffer.\n");
6385 return 0;
6388 shader_addline(&buffer, "!!ARBfp1.0\n");
6390 if (settings->color_key_enabled)
6392 shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
6393 shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
6394 tex_read[0] = TRUE;
6397 /* Find out which textures are read */
6398 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6400 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6401 break;
6402 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6403 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6404 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6405 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6406 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6407 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6409 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6410 tex_read[stage] = TRUE;
6411 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6412 tex_read[stage] = TRUE;
6413 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6415 bump_used[stage] = TRUE;
6416 tex_read[stage] = TRUE;
6418 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6420 bump_used[stage] = TRUE;
6421 tex_read[stage] = TRUE;
6422 luminance_used[stage] = TRUE;
6424 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6426 tfactor_used = TRUE;
6429 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6430 tfactor_used = TRUE;
6433 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6434 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6435 tempreg_used = TRUE;
6438 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6439 continue;
6440 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6441 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6442 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6443 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6444 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6445 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6447 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6448 tempreg_used = TRUE;
6450 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6451 tfactor_used = TRUE;
6454 lowest_disabled_stage = stage;
6456 switch (settings->fog)
6458 case WINED3D_FFP_PS_FOG_OFF: break;
6459 case WINED3D_FFP_PS_FOG_LINEAR:
6460 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6462 custom_linear_fog = TRUE;
6463 break;
6465 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6466 break;
6468 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6469 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6470 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6473 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6474 shader_addline(&buffer, "TEMP TMP;\n");
6475 shader_addline(&buffer, "TEMP ret;\n");
6476 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6477 shader_addline(&buffer, "TEMP arg0;\n");
6478 shader_addline(&buffer, "TEMP arg1;\n");
6479 shader_addline(&buffer, "TEMP arg2;\n");
6480 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6481 if(!tex_read[stage]) continue;
6482 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6483 if(!bump_used[stage]) continue;
6484 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6485 if(!luminance_used[stage]) continue;
6486 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6488 if(tfactor_used) {
6489 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6491 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6493 if (settings->sRGB_write)
6495 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6496 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
6497 shader_addline(&buffer, ";\n");
6498 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6499 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
6500 shader_addline(&buffer, ";\n");
6503 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6504 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6506 if (tempreg_used || settings->sRGB_write)
6507 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6509 /* Generate texture sampling instructions */
6510 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6512 if (!tex_read[stage])
6513 continue;
6515 textype = arbfp_texture_target(settings->op[stage].tex_type);
6517 if(settings->op[stage].projected == proj_none) {
6518 instr = "TEX";
6519 } else if(settings->op[stage].projected == proj_count4 ||
6520 settings->op[stage].projected == proj_count3) {
6521 instr = "TXP";
6522 } else {
6523 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6524 instr = "TXP";
6527 if (stage > 0
6528 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6529 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6531 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6532 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6533 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6534 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6536 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6537 * so multiply the displacement with the dividing parameter before passing it to TXP
6539 if (settings->op[stage].projected != proj_none) {
6540 if(settings->op[stage].projected == proj_count4) {
6541 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6542 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6543 } else {
6544 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6545 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6547 } else {
6548 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6551 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6552 instr, stage, stage, textype);
6553 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6555 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6556 stage - 1, stage - 1, stage - 1);
6557 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6559 } else if(settings->op[stage].projected == proj_count3) {
6560 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6561 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6562 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6563 instr, stage, stage, textype);
6564 } else {
6565 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6566 instr, stage, stage, stage, textype);
6569 sprintf(colorcor_dst, "tex%u", stage);
6570 masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL);
6571 gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
6572 settings->op[stage].color_fixup, masks);
6575 if (settings->color_key_enabled)
6577 shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6578 shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6579 shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */
6580 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6581 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6582 shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */
6585 shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
6587 /* Generate the main shader */
6588 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6590 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6591 break;
6593 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6594 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6595 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6596 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6597 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6598 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6599 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6600 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6601 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6602 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6603 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6604 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6605 else
6606 op_equal = settings->op[stage].aop == settings->op[stage].cop
6607 && settings->op[stage].carg0 == settings->op[stage].aarg0
6608 && settings->op[stage].carg1 == settings->op[stage].aarg1
6609 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6611 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6613 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6614 settings->op[stage].cop, settings->op[stage].carg0,
6615 settings->op[stage].carg1, settings->op[stage].carg2);
6617 else if (op_equal)
6619 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6620 settings->op[stage].cop, settings->op[stage].carg0,
6621 settings->op[stage].carg1, settings->op[stage].carg2);
6623 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
6624 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6626 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6627 settings->op[stage].cop, settings->op[stage].carg0,
6628 settings->op[stage].carg1, settings->op[stage].carg2);
6629 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6630 settings->op[stage].aop, settings->op[stage].aarg0,
6631 settings->op[stage].aarg1, settings->op[stage].aarg2);
6635 if (settings->sRGB_write || custom_linear_fog)
6637 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6638 if (settings->sRGB_write)
6639 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6640 if (custom_linear_fog)
6641 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6642 shader_addline(&buffer, "MOV result.color, ret;\n");
6644 else
6646 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6649 /* Footer */
6650 shader_addline(&buffer, "END\n");
6652 /* Generate the shader */
6653 GL_EXTCALL(glGenProgramsARB(1, &ret));
6654 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6655 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
6657 string_buffer_free(&buffer);
6658 return ret;
6661 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6663 const struct wined3d_device *device = context->swapchain->device;
6664 const struct wined3d_gl_info *gl_info = context->gl_info;
6665 struct shader_arb_priv *priv = device->fragment_priv;
6666 BOOL use_pshader = use_ps(state);
6667 struct ffp_frag_settings settings;
6668 const struct arbfp_ffp_desc *desc;
6669 unsigned int i;
6671 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6673 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6675 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6677 /* Reload fixed function constants since they collide with the
6678 * pixel shader constants. */
6679 for (i = 0; i < MAX_TEXTURES; ++i)
6681 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6683 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6684 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6685 color_key_arbfp(context, state, STATE_COLOR_KEY);
6687 else if (use_pshader)
6689 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6691 return;
6694 if (!use_pshader)
6696 /* Find or create a shader implementing the fixed function pipeline
6697 * settings, then activate it. */
6698 gen_ffp_frag_op(context, state, &settings, FALSE);
6699 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6700 if(!desc) {
6701 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6702 if (!new_desc)
6704 ERR("Out of memory\n");
6705 return;
6708 new_desc->parent.settings = settings;
6709 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6710 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6711 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6712 desc = new_desc;
6715 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6716 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6717 * deactivate it.
6719 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6720 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6721 priv->current_fprogram_id = desc->shader;
6723 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6725 /* Reload fixed function constants since they collide with the
6726 * pixel shader constants. */
6727 for (i = 0; i < MAX_TEXTURES; ++i)
6729 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6731 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6732 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6734 context->last_was_pshader = FALSE;
6736 else if (!context->last_was_pshader)
6738 if (device->shader_backend == &arb_program_shader_backend)
6739 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6740 context->last_was_pshader = TRUE;
6743 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6746 /* We can't link the fog states to the fragment state directly since the
6747 * vertex pipeline links them to FOGENABLE. A different linking in different
6748 * pipeline parts can't be expressed in the combined state table, so we need
6749 * to handle that with a forwarding function. The other invisible side effect
6750 * is that changing the fog start and fog end (which links to FOGENABLE in
6751 * vertex) results in the fragment_prog_arbfp function being called because
6752 * FOGENABLE is dirty, which calls this function here. */
6753 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6755 enum fogsource new_source;
6756 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6757 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6759 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6761 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6762 fragment_prog_arbfp(context, state, state_id);
6764 if (!state->render_states[WINED3D_RS_FOGENABLE])
6765 return;
6767 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6769 if (use_vs(state))
6771 new_source = FOGSOURCE_VS;
6773 else
6775 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6776 new_source = FOGSOURCE_COORD;
6777 else
6778 new_source = FOGSOURCE_FFP;
6781 else
6783 new_source = FOGSOURCE_FFP;
6786 if (new_source != context->fog_source || fogstart == fogend)
6788 context->fog_source = new_source;
6789 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6793 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6795 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6796 fragment_prog_arbfp(context, state, state_id);
6799 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6801 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6802 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6803 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6804 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6805 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6806 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6807 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6808 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6809 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6810 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6811 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6812 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6813 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6814 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6815 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6816 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6817 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6818 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6819 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6820 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6821 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6822 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6823 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6824 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6825 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6826 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6827 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6828 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6829 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6830 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6831 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6832 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6833 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6834 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6835 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6836 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6837 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6838 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6839 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6840 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6841 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6842 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6843 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6844 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6845 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6846 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6847 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6848 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6849 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6850 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6851 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6852 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6853 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6854 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6855 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6856 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6857 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6858 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6859 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6860 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6861 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6862 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6863 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6864 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6865 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6866 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6867 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6868 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6869 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6870 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6871 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6872 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6873 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6874 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6875 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6876 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6877 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6878 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6879 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6880 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6881 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6882 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6883 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6884 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6885 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6886 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6887 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6888 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6889 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6890 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6891 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6892 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6893 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6894 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6895 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6896 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6897 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6898 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6899 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6900 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6901 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6902 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6903 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6904 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6905 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6906 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6907 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6908 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6909 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6910 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6911 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6912 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6913 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6914 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6915 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6916 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6917 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6918 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6919 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6920 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6921 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6922 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6923 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6924 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6925 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
6926 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6927 {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
6928 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6929 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6930 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6931 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6932 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6933 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6934 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6935 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6936 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6937 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6938 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6939 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6940 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6941 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6942 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6943 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6944 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6945 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6946 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
6947 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6950 static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
6952 return TRUE;
6955 static void arbfp_free_context_data(struct wined3d_context *context)
6959 const struct fragment_pipeline arbfp_fragment_pipeline = {
6960 arbfp_enable,
6961 arbfp_get_caps,
6962 arbfp_get_emul_mask,
6963 arbfp_alloc,
6964 arbfp_free,
6965 arbfp_alloc_context_data,
6966 arbfp_free_context_data,
6967 shader_arb_color_fixup_supported,
6968 arbfp_fragmentstate_template,
6971 struct arbfp_blit_type
6973 enum complex_fixup fixup : 4;
6974 enum wined3d_gl_resource_type res_type : 3;
6975 DWORD use_color_key : 1;
6976 DWORD padding : 24;
6979 struct arbfp_blit_desc
6981 GLuint shader;
6982 struct arbfp_blit_type type;
6983 struct wine_rb_entry entry;
6986 #define ARBFP_BLIT_PARAM_SIZE 0
6987 #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
6988 #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
6990 struct arbfp_blit_priv
6992 struct wine_rb_tree shaders;
6993 GLuint palette_texture;
6996 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6998 const struct arbfp_blit_type *ka = key;
6999 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
7001 return memcmp(ka, kb, sizeof(*ka));
7004 /* Context activation is done by the caller. */
7005 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *context)
7007 const struct wined3d_gl_info *gl_info = context;
7008 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7010 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
7011 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
7012 HeapFree(GetProcessHeap(), 0, entry_arb);
7015 static const struct wine_rb_functions wined3d_arbfp_blit_rb_functions =
7017 wined3d_rb_alloc,
7018 wined3d_rb_realloc,
7019 wined3d_rb_free,
7020 arbfp_blit_type_compare,
7023 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
7025 struct arbfp_blit_priv *priv;
7027 if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
7028 return E_OUTOFMEMORY;
7030 if (wine_rb_init(&priv->shaders, &wined3d_arbfp_blit_rb_functions) == -1)
7032 ERR("Failed to initialize rbtree.\n");
7033 HeapFree(GetProcessHeap(), 0, priv);
7034 return E_OUTOFMEMORY;
7037 device->blit_priv = priv;
7039 return WINED3D_OK;
7042 /* Context activation is done by the caller. */
7043 static void arbfp_blit_free(struct wined3d_device *device)
7045 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7046 struct arbfp_blit_priv *priv = device->blit_priv;
7048 wine_rb_destroy(&priv->shaders, arbfp_free_blit_shader, &device->adapter->gl_info);
7049 checkGLcall("Delete blit programs");
7051 if (priv->palette_texture)
7052 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
7054 HeapFree(GetProcessHeap(), 0, device->blit_priv);
7055 device->blit_priv = NULL;
7058 static BOOL gen_planar_yuv_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7059 char *luminance)
7061 char chroma;
7062 const char *tex, *texinstr = "TXP";
7064 if (type->fixup == COMPLEX_FIXUP_UYVY)
7066 chroma = 'x';
7067 *luminance = 'w';
7069 else
7071 chroma = 'w';
7072 *luminance = 'x';
7075 tex = arbfp_texture_target(type->res_type);
7076 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
7077 texinstr = "TEX";
7079 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
7080 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
7081 * filtering when we sample the texture.
7083 * These are the rules for reading the chroma:
7085 * Even pixel: Cr
7086 * Even pixel: U
7087 * Odd pixel: V
7089 * So we have to get the sampling x position in non-normalized coordinates in integers
7091 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
7093 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
7094 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
7096 else
7098 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7100 /* We must not allow filtering between pixel x and x+1, this would mix U and V
7101 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7102 * 0.5, so add 0.5.
7104 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7105 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
7107 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
7108 * even and odd pixels respectively
7110 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
7111 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
7113 /* Sample Pixel 1 */
7114 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7116 /* Put the value into either of the chroma values */
7117 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7118 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
7119 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7120 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
7122 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
7123 * the pixel right to the current one. Otherwise, sample the left pixel.
7124 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
7126 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
7127 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
7128 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7130 /* Put the value into the other chroma */
7131 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7132 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
7133 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7134 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
7136 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7137 * the current one and lerp the two U and V values
7140 /* This gives the correctly filtered luminance value */
7141 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
7143 return TRUE;
7146 static BOOL gen_yv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7147 char *luminance)
7149 const char *tex;
7150 static const float yv12_coef[]
7151 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7153 tex = arbfp_texture_target(type->res_type);
7155 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7156 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7157 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7158 * pitch of the luminance plane, the packing into the gl texture is a bit
7159 * unfortunate. If the whole texture is interpreted as luminance data it looks
7160 * approximately like this:
7162 * +----------------------------------+----
7163 * | |
7164 * | |
7165 * | |
7166 * | |
7167 * | | 2
7168 * | LUMINANCE | -
7169 * | | 3
7170 * | |
7171 * | |
7172 * | |
7173 * | |
7174 * +----------------+-----------------+----
7175 * | | |
7176 * | V even rows | V odd rows |
7177 * | | | 1
7178 * +----------------+------------------ -
7179 * | | | 3
7180 * | U even rows | U odd rows |
7181 * | | |
7182 * +----------------+-----------------+----
7183 * | | |
7184 * | 0.5 | 0.5 |
7186 * So it appears as if there are 4 chroma images, but in fact the odd rows
7187 * in the chroma images are in the same row as the even ones. So its is
7188 * kinda tricky to read
7190 * When reading from rectangle textures, keep in mind that the input y coordinates
7191 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7193 shader_addline(buffer, "PARAM yv12_coef = ");
7194 shader_arb_append_imm_vec4(buffer, yv12_coef);
7195 shader_addline(buffer, ";\n");
7197 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7198 /* the chroma planes have only half the width */
7199 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7201 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7202 * the coordinate. Also read the right side of the image when reading odd lines
7204 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7205 * bleeding
7207 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7210 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7212 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7214 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7215 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7217 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7218 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7219 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7220 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7221 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7223 /* clamp, keep the half pixel origin in mind */
7224 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7225 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7226 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7227 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7229 else
7231 /* Read from [size - size+size/4] */
7232 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7233 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7235 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7236 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7237 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7238 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7239 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7240 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7242 /* Make sure to read exactly from the pixel center */
7243 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7244 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7246 /* Clamp */
7247 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7248 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7249 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7250 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7251 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7253 /* Read the texture, put the result into the output register */
7254 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7255 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7257 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7258 * No need to clamp because we're just reusing the already clamped value from above
7260 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7261 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7262 else
7263 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7264 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7265 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7267 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7268 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7269 * values due to filtering
7271 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7272 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7274 /* Multiply the y coordinate by 2/3 and clamp it */
7275 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7276 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7277 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7278 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7280 else
7282 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7283 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7284 * is bigger
7286 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7287 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7288 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7290 *luminance = 'a';
7292 return TRUE;
7295 static BOOL gen_nv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7296 char *luminance)
7298 const char *tex;
7299 static const float nv12_coef[]
7300 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7302 tex = arbfp_texture_target(type->res_type);
7304 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7305 * sized plane where each component is an UV pair. So the effective
7306 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7307 * data it looks approximately like this:
7309 * +----------------------------------+----
7310 * | |
7311 * | |
7312 * | |
7313 * | |
7314 * | | 2
7315 * | LUMINANCE | -
7316 * | | 3
7317 * | |
7318 * | |
7319 * | |
7320 * | |
7321 * +----------------------------------+----
7322 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7323 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7324 * | | 1
7325 * | | -
7326 * | | 3
7327 * | |
7328 * | |
7329 * +----------------------------------+----
7331 * When reading from rectangle textures, keep in mind that the input y coordinates
7332 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7334 shader_addline(buffer, "PARAM nv12_coef = ");
7335 shader_arb_append_imm_vec4(buffer, nv12_coef);
7336 shader_addline(buffer, ";\n");
7338 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7339 /* We only have half the number of chroma pixels. */
7340 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7342 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7344 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7345 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7347 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7349 /* We must not allow filtering horizontally, this would mix U and V.
7350 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7351 * 0.5, so add 0.5. */
7353 /* Convert to non-normalized coordinates so we can find the
7354 * individual pixel. */
7355 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7356 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7357 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7358 * add 0.5 to hit the center of the pixel. */
7359 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7361 /* Convert back to normalized coordinates. */
7362 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7364 /* Clamp, keep the half pixel origin in mind. */
7365 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7366 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7367 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7368 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7370 else
7372 /* Read from [size - size+size/2] */
7373 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7375 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7376 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7377 * add 0.5 to hit the center of the pixel. */
7378 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7380 /* Clamp */
7381 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7382 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7383 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7384 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7385 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7387 /* Read the texture, put the result into the output register. */
7388 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7389 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7391 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7393 /* Add 1/size.x */
7394 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7396 else
7398 /* Add 1 */
7399 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7401 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7402 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7404 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7405 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7406 * values due to filtering. */
7407 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7408 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7410 /* Multiply the y coordinate by 2/3 and clamp it */
7411 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7412 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7413 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7414 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7416 else
7418 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7419 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7420 * is bigger
7422 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7423 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7424 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7426 *luminance = 'a';
7428 return TRUE;
7431 /* Context activation is done by the caller. */
7432 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
7433 const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7435 GLuint shader;
7436 struct wined3d_string_buffer buffer;
7437 const char *tex_target = arbfp_texture_target(type->res_type);
7439 /* This should not happen because we only use this conversion for
7440 * present blits which don't use color keying. */
7441 if (type->use_color_key)
7442 FIXME("Implement P8 color keying.\n");
7444 /* Shader header */
7445 if (!string_buffer_init(&buffer))
7447 ERR("Failed to initialize shader buffer.\n");
7448 return 0;
7451 GL_EXTCALL(glGenProgramsARB(1, &shader));
7452 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7453 if (!shader)
7455 string_buffer_free(&buffer);
7456 return 0;
7459 shader_addline(&buffer, "!!ARBfp1.0\n");
7460 shader_addline(&buffer, "TEMP index;\n");
7462 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7463 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7465 /* The alpha-component contains the palette index */
7466 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7468 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7469 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7471 /* Use the alpha-component as an index in the palette to get the final color */
7472 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7473 shader_addline(&buffer, "END\n");
7475 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7477 string_buffer_free(&buffer);
7479 return shader;
7482 /* Context activation is done by the caller. */
7483 static void upload_palette(const struct wined3d_texture *texture, struct wined3d_context *context)
7485 const struct wined3d_palette *palette = texture->swapchain ? texture->swapchain->palette : NULL;
7486 struct wined3d_device *device = texture->resource.device;
7487 const struct wined3d_gl_info *gl_info = context->gl_info;
7488 struct arbfp_blit_priv *priv = device->blit_priv;
7490 if (!priv->palette_texture)
7491 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7493 GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
7494 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7496 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7498 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7499 /* Make sure we have discrete color levels. */
7500 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7501 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7502 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7503 if (palette)
7505 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7506 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7508 else
7510 static const DWORD black;
7511 FIXME("P8 surface loaded without a palette.\n");
7512 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7513 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7516 /* Switch back to unit 0 in which the 2D texture will be stored. */
7517 context_active_texture(context, gl_info, 0);
7520 /* Context activation is done by the caller. */
7521 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7522 const struct arbfp_blit_type *type)
7524 GLuint shader;
7525 struct wined3d_string_buffer buffer;
7526 char luminance_component;
7528 if (type->use_color_key)
7529 FIXME("Implement YUV color keying.\n");
7531 /* Shader header */
7532 if (!string_buffer_init(&buffer))
7534 ERR("Failed to initialize shader buffer.\n");
7535 return 0;
7538 GL_EXTCALL(glGenProgramsARB(1, &shader));
7539 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7540 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7541 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7542 if (!shader)
7544 string_buffer_free(&buffer);
7545 return 0;
7548 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7549 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7550 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7551 * each single pixel it contains, and one U and one V value shared between both
7552 * pixels.
7554 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7555 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7556 * take the format into account when generating the read swizzles
7558 * Reading the Y value is straightforward - just sample the texture. The hardware
7559 * takes care of filtering in the horizontal and vertical direction.
7561 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7562 * because that would mix the U and V values of one pixel or two adjacent pixels.
7563 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7564 * regardless of the filtering setting. Vertical filtering works automatically
7565 * though - the U and V values of two rows are mixed nicely.
7567 * Apart of avoiding filtering issues, the code has to know which value it just
7568 * read, and where it can find the other one. To determine this, it checks if
7569 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7571 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7572 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7574 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7575 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7576 * in an unfiltered situation. Finding the luminance on the other hand requires
7577 * finding out if it is an odd or even pixel. The real drawback of this approach
7578 * is filtering. This would have to be emulated completely in the shader, reading
7579 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7580 * vertically. Beyond that it would require adjustments to the texture handling
7581 * code to deal with the width scaling
7583 shader_addline(&buffer, "!!ARBfp1.0\n");
7584 shader_addline(&buffer, "TEMP luminance;\n");
7585 shader_addline(&buffer, "TEMP temp;\n");
7586 shader_addline(&buffer, "TEMP chroma;\n");
7587 shader_addline(&buffer, "TEMP texcrd;\n");
7588 shader_addline(&buffer, "TEMP texcrd2;\n");
7589 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7590 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7591 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7593 switch (type->fixup)
7595 case COMPLEX_FIXUP_UYVY:
7596 case COMPLEX_FIXUP_YUY2:
7597 if (!gen_planar_yuv_read(&buffer, type, &luminance_component))
7599 string_buffer_free(&buffer);
7600 return 0;
7602 break;
7604 case COMPLEX_FIXUP_YV12:
7605 if (!gen_yv12_read(&buffer, type, &luminance_component))
7607 string_buffer_free(&buffer);
7608 return 0;
7610 break;
7612 case COMPLEX_FIXUP_NV12:
7613 if (!gen_nv12_read(&buffer, type, &luminance_component))
7615 string_buffer_free(&buffer);
7616 return 0;
7618 break;
7620 default:
7621 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7622 string_buffer_free(&buffer);
7623 return 0;
7626 /* Calculate the final result. Formula is taken from
7627 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7628 * ranges from -0.5 to 0.5
7630 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7632 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7633 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7634 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7635 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7636 shader_addline(&buffer, "END\n");
7638 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7640 string_buffer_free(&buffer);
7642 return shader;
7645 /* Context activation is done by the caller. */
7646 static GLuint arbfp_gen_plain_shader(struct arbfp_blit_priv *priv,
7647 const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7649 GLuint shader;
7650 struct wined3d_string_buffer buffer;
7651 const char *tex_target = arbfp_texture_target(type->res_type);
7653 /* Shader header */
7654 if (!string_buffer_init(&buffer))
7656 ERR("Failed to initialize shader buffer.\n");
7657 return 0;
7660 GL_EXTCALL(glGenProgramsARB(1, &shader));
7661 if (!shader)
7663 string_buffer_free(&buffer);
7664 return 0;
7666 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7668 shader_addline(&buffer, "!!ARBfp1.0\n");
7670 if (type->use_color_key)
7672 shader_addline(&buffer, "TEMP color;\n");
7673 shader_addline(&buffer, "TEMP less, greater;\n");
7674 shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW);
7675 shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH);
7676 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7677 shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */
7678 shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */
7679 shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */
7680 shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */
7681 shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */
7682 shader_addline(&buffer, "KIL -less;\n"); /* discard if true */
7683 shader_addline(&buffer, "MOV result.color, color;\n");
7685 else
7687 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7690 shader_addline(&buffer, "END\n");
7692 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7694 string_buffer_free(&buffer);
7696 return shader;
7699 /* Context activation is done by the caller. */
7700 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
7701 const struct wined3d_color_key *color_key)
7703 const struct wined3d_texture *texture = surface->container;
7704 struct arbfp_blit_priv *priv = blit_priv;
7705 enum complex_fixup fixup;
7706 const struct wined3d_gl_info *gl_info = context->gl_info;
7707 struct wine_rb_entry *entry;
7708 struct arbfp_blit_type type;
7709 struct arbfp_blit_desc *desc;
7710 struct wined3d_color float_color_key[2];
7711 struct wined3d_vec4 size;
7712 GLuint shader;
7714 size.x = wined3d_texture_get_level_pow2_width(texture, surface->texture_level);
7715 size.y = wined3d_texture_get_level_pow2_height(texture, surface->texture_level);
7716 size.z = 1.0f;
7717 size.w = 1.0f;
7719 if (is_complex_fixup(texture->resource.format->color_fixup))
7720 fixup = get_complex_fixup(texture->resource.format->color_fixup);
7721 else
7722 fixup = COMPLEX_FIXUP_NONE;
7724 switch (texture->target)
7726 case GL_TEXTURE_1D:
7727 type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
7728 break;
7730 case GL_TEXTURE_2D:
7731 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7732 break;
7734 case GL_TEXTURE_3D:
7735 type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
7736 break;
7738 case GL_TEXTURE_CUBE_MAP_ARB:
7739 type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
7740 break;
7742 case GL_TEXTURE_RECTANGLE_ARB:
7743 type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
7744 break;
7746 default:
7747 ERR("Unexpected GL texture type %#x.\n", texture->target);
7748 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7750 type.fixup = fixup;
7751 type.use_color_key = !!color_key;
7752 type.padding = 0;
7754 entry = wine_rb_get(&priv->shaders, &type);
7755 if (entry)
7757 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7758 shader = desc->shader;
7760 else
7762 switch (fixup)
7764 case COMPLEX_FIXUP_NONE:
7765 if (!is_identity_fixup(texture->resource.format->color_fixup))
7766 FIXME("Implement support for sign or swizzle fixups.\n");
7767 shader = arbfp_gen_plain_shader(priv, gl_info, &type);
7768 break;
7770 case COMPLEX_FIXUP_P8:
7771 shader = gen_p8_shader(priv, gl_info, &type);
7772 break;
7774 case COMPLEX_FIXUP_YUY2:
7775 case COMPLEX_FIXUP_UYVY:
7776 case COMPLEX_FIXUP_YV12:
7777 case COMPLEX_FIXUP_NV12:
7778 shader = gen_yuv_shader(priv, gl_info, &type);
7779 break;
7782 if (!shader)
7784 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7785 return E_NOTIMPL;
7788 desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
7789 if (!desc)
7790 goto err_out;
7792 desc->type = type;
7793 desc->shader = shader;
7794 if (wine_rb_put(&priv->shaders, &desc->type, &desc->entry) == -1)
7796 err_out:
7797 ERR("Out of memory\n");
7798 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7799 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7800 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7801 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7802 HeapFree(GetProcessHeap(), 0, desc);
7803 return E_OUTOFMEMORY;
7807 if (fixup == COMPLEX_FIXUP_P8)
7808 upload_palette(texture, context);
7810 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7811 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7812 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7813 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7814 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, &size.x));
7815 checkGLcall("glProgramLocalParameter4fvARB");
7816 if (type.use_color_key)
7818 wined3d_format_get_float_color_key(texture->resource.format, color_key, float_color_key);
7819 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7820 ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
7821 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7822 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r));
7823 checkGLcall("glProgramLocalParameter4fvARB");
7826 return WINED3D_OK;
7829 /* Context activation is done by the caller. */
7830 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7832 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7833 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7836 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info,
7837 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
7838 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7839 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7841 enum complex_fixup src_fixup;
7843 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7844 return FALSE;
7846 switch (blit_op)
7848 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
7849 if (!d3d_info->shader_color_key)
7851 /* The conversion modifies the alpha channel so the color key might no longer match. */
7852 TRACE("Color keying not supported with converted textures.\n");
7853 return FALSE;
7855 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
7856 case WINED3D_BLIT_OP_COLOR_BLIT:
7857 break;
7859 default:
7860 TRACE("Unsupported blit_op=%d\n", blit_op);
7861 return FALSE;
7864 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7865 return FALSE;
7867 src_fixup = get_complex_fixup(src_format->color_fixup);
7868 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7870 TRACE("Checking support for fixup:\n");
7871 dump_color_fixup_desc(src_format->color_fixup);
7874 if (!is_identity_fixup(dst_format->color_fixup))
7876 TRACE("Destination fixups are not supported\n");
7877 return FALSE;
7880 if (is_identity_fixup(src_format->color_fixup))
7882 TRACE("[OK]\n");
7883 return TRUE;
7886 /* We only support YUV conversions. */
7887 if (!is_complex_fixup(src_format->color_fixup))
7889 TRACE("[FAILED]\n");
7890 return FALSE;
7893 switch(src_fixup)
7895 case COMPLEX_FIXUP_YUY2:
7896 case COMPLEX_FIXUP_UYVY:
7897 case COMPLEX_FIXUP_YV12:
7898 case COMPLEX_FIXUP_NV12:
7899 case COMPLEX_FIXUP_P8:
7900 TRACE("[OK]\n");
7901 return TRUE;
7903 default:
7904 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7905 TRACE("[FAILED]\n");
7906 return FALSE;
7910 static void arbfp_blit_surface(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
7911 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7912 struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
7913 const struct wined3d_color_key *color_key)
7915 unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
7916 struct wined3d_texture *src_texture = src_surface->container;
7917 struct wined3d_texture *dst_texture = dst_surface->container;
7918 struct wined3d_context *context;
7919 RECT src_rect = *src_rect_in;
7920 RECT dst_rect = *dst_rect_in;
7921 struct wined3d_color_key alpha_test_key;
7923 /* Activate the destination context, set it up for blitting */
7924 context = context_acquire(device, dst_surface);
7926 /* Now load the surface */
7927 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7928 && (surface_get_sub_resource(src_surface)->locations
7929 & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE))
7930 == WINED3D_LOCATION_DRAWABLE
7931 && !wined3d_resource_is_offscreen(&src_texture->resource))
7933 /* Without FBO blits transferring from the drawable to the texture is
7934 * expensive, because we have to flip the data in sysmem. Since we can
7935 * flip in the blitter, we don't actually need that flip anyway. So we
7936 * use the surface's texture as scratch texture, and flip the source
7937 * rectangle instead. */
7938 surface_load_fb_texture(src_surface, FALSE, context);
7940 src_rect.top = wined3d_texture_get_level_height(src_texture, src_surface->texture_level) - src_rect.top;
7941 src_rect.bottom = wined3d_texture_get_level_height(src_texture, src_surface->texture_level) - src_rect.bottom;
7943 else
7944 wined3d_texture_load(src_texture, context, FALSE);
7946 context_apply_blit_state(context, device);
7948 if (!wined3d_resource_is_offscreen(&dst_texture->resource))
7949 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7951 if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
7953 const struct wined3d_format *fmt = src_texture->resource.format;
7954 alpha_test_key.color_space_low_value = 0;
7955 alpha_test_key.color_space_high_value = ~(((1u << fmt->alpha_size) - 1) << fmt->alpha_offset);
7956 color_key = &alpha_test_key;
7959 arbfp_blit_set(device->blit_priv, context, src_surface, color_key);
7961 /* Draw a textured quad */
7962 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7964 /* Leave the opengl state valid for blitting */
7965 arbfp_blit_unset(context->gl_info);
7967 if (wined3d_settings.strict_draw_ordering
7968 || (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture)))
7969 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7971 context_release(context);
7973 wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, dst_texture->resource.draw_binding);
7974 wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~dst_texture->resource.draw_binding);
7977 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
7978 const RECT *rect, const struct wined3d_color *color)
7980 FIXME("Color filling not implemented by arbfp_blit\n");
7981 return WINED3DERR_INVALIDCALL;
7984 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
7985 const RECT *rect, DWORD clear_flags, float depth, DWORD stencil)
7987 FIXME("Depth/stencil filling not implemented by arbfp_blit.\n");
7988 return WINED3DERR_INVALIDCALL;
7991 const struct blit_shader arbfp_blit = {
7992 arbfp_blit_alloc,
7993 arbfp_blit_free,
7994 arbfp_blit_set,
7995 arbfp_blit_unset,
7996 arbfp_blit_supported,
7997 arbfp_blit_color_fill,
7998 arbfp_blit_depth_fill,
7999 arbfp_blit_surface,