shell32/autocomplete: Reduce the strlen calls because they are redundant.
[wine.git] / dlls / wined3d / arb_program_shader.c
blob67fd193a7bb4ccb03cb070797ae5b2070a37d3a0
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
44 return type == WINED3D_SHADER_TYPE_PIXEL;
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
49 return type == WINED3D_SHADER_TYPE_VERTEX;
52 static const char *get_line(const char **ptr)
54 const char *p, *q;
56 p = *ptr;
57 if (!(q = strstr(p, "\n")))
59 if (!*p) return NULL;
60 *ptr += strlen(p);
61 return p;
63 *ptr = q + 1;
65 return p;
68 enum arb_helper_value
70 ARB_ZERO,
71 ARB_ONE,
72 ARB_TWO,
73 ARB_0001,
74 ARB_EPS,
76 ARB_VS_REL_OFFSET
79 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
81 if (shader != WINED3D_SHADER_TYPE_VERTEX && shader != WINED3D_SHADER_TYPE_PIXEL)
83 ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader));
84 return "bad";
87 if (shader == WINED3D_SHADER_TYPE_PIXEL)
89 switch (value)
91 case ARB_ZERO: return "ps_helper_const.x";
92 case ARB_ONE: return "ps_helper_const.y";
93 case ARB_TWO: return "coefmul.x";
94 case ARB_0001: return "ps_helper_const.xxxy";
95 case ARB_EPS: return "ps_helper_const.z";
96 default: break;
99 else
101 switch (value)
103 case ARB_ZERO: return "helper_const.x";
104 case ARB_ONE: return "helper_const.y";
105 case ARB_TWO: return "helper_const.z";
106 case ARB_EPS: return "helper_const.w";
107 case ARB_0001: return "helper_const.xxxy";
108 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
111 FIXME("Unmanaged %s shader helper constant requested: %u.\n",
112 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
113 switch (value)
115 case ARB_ZERO: return "0.0";
116 case ARB_ONE: return "1.0";
117 case ARB_TWO: return "2.0";
118 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
119 case ARB_EPS: return "1e-8";
120 default: return "bad";
124 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
126 return context->lowest_disabled_stage < 7;
129 /* ARB_program_shader private data */
131 struct control_frame
133 struct list entry;
134 enum
137 IFC,
138 LOOP,
140 } type;
141 BOOL muting;
142 BOOL outer_loop;
143 union
145 unsigned int loop;
146 unsigned int ifc;
147 } no;
148 struct wined3d_shader_loop_control loop_control;
149 BOOL had_else;
152 struct arb_ps_np2fixup_info
154 struct ps_np2fixup_info super;
155 /* For ARB we need an offset value:
156 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
157 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
158 * array we need an offset to the index inside the program local parameter array. */
159 UINT offset;
162 struct arb_ps_compile_args
164 struct ps_compile_args super;
165 WORD bools;
166 WORD clip; /* only a boolean, use a WORD for alignment */
167 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
170 struct stb_const_desc
172 unsigned char texunit;
173 UINT const_num;
176 struct arb_ps_compiled_shader
178 struct arb_ps_compile_args args;
179 struct arb_ps_np2fixup_info np2fixup_info;
180 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
181 struct stb_const_desc luminanceconst[MAX_TEXTURES];
182 UINT int_consts[WINED3D_MAX_CONSTS_I];
183 GLuint prgId;
184 UINT ycorrection;
185 unsigned char numbumpenvmatconsts;
186 char num_int_consts;
189 struct arb_vs_compile_args
191 struct vs_compile_args super;
192 union
194 struct
196 WORD bools;
197 unsigned char clip_texcoord;
198 unsigned char clipplane_mask;
199 } boolclip;
200 DWORD boolclip_compare;
201 } clip;
202 DWORD ps_signature;
203 union
205 unsigned char samplers[4];
206 DWORD samplers_compare;
207 } vertex;
208 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
211 struct arb_vs_compiled_shader
213 struct arb_vs_compile_args args;
214 GLuint prgId;
215 UINT int_consts[WINED3D_MAX_CONSTS_I];
216 char num_int_consts;
217 char need_color_unclamp;
218 UINT pos_fixup;
221 struct recorded_instruction
223 struct wined3d_shader_instruction ins;
224 struct list entry;
227 struct shader_arb_ctx_priv
229 char addr_reg[20];
230 enum
232 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
233 ARB,
234 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
235 NV2,
236 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
238 } target_version;
240 const struct arb_vs_compile_args *cur_vs_args;
241 const struct arb_ps_compile_args *cur_ps_args;
242 const struct arb_ps_compiled_shader *compiled_fprog;
243 const struct arb_vs_compiled_shader *compiled_vprog;
244 struct arb_ps_np2fixup_info *cur_np2fixup_info;
245 struct list control_frames;
246 struct list record;
247 BOOL recording;
248 BOOL muted;
249 unsigned int num_loops, loop_depth, num_ifcs;
250 int aL;
251 BOOL ps_post_process;
253 unsigned int vs_clipplanes;
254 BOOL footer_written;
255 BOOL in_main_func;
257 /* For 3.0 vertex shaders */
258 const char *vs_output[MAX_REG_OUTPUT];
259 /* For 2.x and earlier vertex shaders */
260 const char *texcrd_output[8], *color_output[2], *fog_output;
262 /* 3.0 pshader input for compatibility with fixed function */
263 const char *ps_input[MAX_REG_INPUT];
266 struct ps_signature
268 struct wined3d_shader_signature sig;
269 DWORD idx;
270 struct wine_rb_entry entry;
273 struct arb_pshader_private {
274 struct arb_ps_compiled_shader *gl_shaders;
275 UINT num_gl_shaders, shader_array_size;
276 DWORD input_signature_idx;
277 DWORD clipplane_emulation;
278 BOOL clamp_consts;
281 struct arb_vshader_private {
282 struct arb_vs_compiled_shader *gl_shaders;
283 UINT num_gl_shaders, shader_array_size;
284 UINT rel_offset;
287 struct shader_arb_priv
289 GLuint current_vprogram_id;
290 GLuint current_fprogram_id;
291 const struct arb_ps_compiled_shader *compiled_fprog;
292 const struct arb_vs_compiled_shader *compiled_vprog;
293 BOOL use_arbfp_fixed_func;
294 struct wine_rb_tree fragment_shaders;
295 BOOL last_ps_const_clamped;
296 BOOL last_vs_color_unclamp;
298 struct wine_rb_tree signature_tree;
299 DWORD ps_sig_number;
301 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
302 char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F];
303 char pshader_const_dirty[WINED3D_MAX_PS_CONSTS_F];
304 const struct wined3d_context *last_context;
306 const struct wined3d_vertex_pipe_ops *vertex_pipe;
307 const struct fragment_pipeline *fragment_pipe;
308 BOOL ffp_proj_control;
311 /* Context activation for state handlers is done by the caller. */
313 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
314 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
316 if (shader_data->rel_offset) return TRUE;
317 if (!reg_maps->usesmova) return FALSE;
318 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
321 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
322 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
324 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
325 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
328 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
329 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
331 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
332 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
333 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
334 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
335 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
336 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
337 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
338 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
339 return FALSE;
342 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
343 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
345 unsigned int ret = 1;
346 /* We use one PARAM for the pos fixup, and in some cases one to load
347 * some immediate values into the shader. */
348 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
349 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
350 return ret;
353 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
354 * When constant_list == NULL, it will load all the constants.
356 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
357 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
359 /* Context activation is done by the caller. */
360 static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *shader,
361 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
362 const struct wined3d_vec4 *constants, char *dirty_consts)
364 struct wined3d_shader_lconst *lconst;
365 unsigned int ret, i, j;
367 if (TRACE_ON(d3d_constants))
369 for (i = 0; i < max_constants; ++i)
371 if (!dirty_consts[i])
372 continue;
373 TRACE_(d3d_constants)("Loading constant %u: %s.\n", i, debug_vec4(&constants[i]));
377 i = 0;
379 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
380 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
382 float lcl_const[4];
383 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
384 * shaders, the first 8 constants are marked dirty for reload
386 for (; i < min(8, max_constants); ++i)
388 if (!dirty_consts[i])
389 continue;
390 dirty_consts[i] = 0;
392 if (constants[i].x > 1.0f)
393 lcl_const[0] = 1.0f;
394 else if (constants[i].x < -1.0f)
395 lcl_const[0] = -1.0f;
396 else
397 lcl_const[0] = constants[i].x;
399 if (constants[i].y > 1.0f)
400 lcl_const[1] = 1.0f;
401 else if (constants[i].y < -1.0f)
402 lcl_const[1] = -1.0f;
403 else
404 lcl_const[1] = constants[i].y;
406 if (constants[i].z > 1.0f)
407 lcl_const[2] = 1.0f;
408 else if (constants[i].z < -1.0f)
409 lcl_const[2] = -1.0f;
410 else
411 lcl_const[2] = constants[i].z;
413 if (constants[i].w > 1.0f)
414 lcl_const[3] = 1.0f;
415 else if (constants[i].w < -1.0f)
416 lcl_const[3] = -1.0f;
417 else
418 lcl_const[3] = constants[i].w;
420 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
423 /* If further constants are dirty, reload them without clamping.
425 * The alternative is not to touch them, but then we cannot reset the dirty constant count
426 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
427 * above would always re-check the first 8 constants since max_constant remains at the init
428 * value
432 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
434 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
435 * or just reloading *all* constants at once
437 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
439 for (; i < max_constants; ++i)
441 if (!dirty_consts[i])
442 continue;
444 /* Find the next block of dirty constants */
445 dirty_consts[i] = 0;
446 j = i;
447 for (++i; (i < max_constants) && dirty_consts[i]; ++i)
449 dirty_consts[i] = 0;
452 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, &constants[j].x));
455 else
457 for (; i < max_constants; ++i)
459 if (dirty_consts[i])
461 dirty_consts[i] = 0;
462 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i].x));
466 checkGLcall("glProgramEnvParameter4fvARB()");
468 /* Load immediate constants */
469 if (shader->load_local_constsF)
471 if (TRACE_ON(d3d_shader))
473 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
475 GLfloat* values = (GLfloat*)lconst->value;
476 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
477 values[0], values[1], values[2], values[3]);
480 /* Immediate constants are clamped for 1.X shaders at loading times */
481 ret = 0;
482 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
484 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
485 ret = max(ret, lconst->idx + 1);
486 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
488 checkGLcall("glProgramEnvParameter4fvARB()");
489 return ret; /* The loaded immediate constants need reloading for the next shader */
490 } else {
491 return 0; /* No constants are dirty now */
495 /* Loads the texture dimensions for NP2 fixup into the currently set
496 * ARB_[vertex/fragment]_programs. */
497 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
498 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
500 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
501 WORD active = fixup->super.active;
502 UINT i;
504 if (!active)
505 return;
507 for (i = 0; active; active >>= 1, ++i)
509 const struct wined3d_texture *tex = state->textures[i];
510 unsigned char idx = fixup->super.idx[i];
511 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
513 if (!(active & 1))
514 continue;
516 if (!tex)
518 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
519 continue;
522 if (idx % 2)
524 tex_dim[2] = tex->pow2_matrix[0];
525 tex_dim[3] = tex->pow2_matrix[5];
527 else
529 tex_dim[0] = tex->pow2_matrix[0];
530 tex_dim[1] = tex->pow2_matrix[5];
534 for (i = 0; i < fixup->super.num_consts; ++i)
536 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
537 fixup->offset + i, &np2fixup_constants[i * 4]));
541 /* Context activation is done by the caller. */
542 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
543 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
545 const struct wined3d_gl_info *gl_info = context->gl_info;
546 unsigned char i;
548 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
550 int texunit = gl_shader->bumpenvmatconst[i].texunit;
552 /* The state manager takes care that this function is always called if the bump env matrix changes */
553 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
554 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
555 gl_shader->bumpenvmatconst[i].const_num, data));
557 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
559 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
560 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
561 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
562 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
564 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
565 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
566 gl_shader->luminanceconst[i].const_num, scale));
569 checkGLcall("Load bumpmap consts");
571 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
573 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
574 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
575 * ycorrection.z: 1.0
576 * ycorrection.w: 0.0
578 float val[4];
579 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
580 val[1] = context->render_offscreen ? 1.0f : -1.0f;
581 val[2] = 1.0f;
582 val[3] = 0.0f;
583 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
584 checkGLcall("y correction loading");
587 if (!gl_shader->num_int_consts) return;
589 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
591 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
593 float val[4];
594 val[0] = (float)state->ps_consts_i[i].x;
595 val[1] = (float)state->ps_consts_i[i].y;
596 val[2] = (float)state->ps_consts_i[i].z;
597 val[3] = -1.0f;
599 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
602 checkGLcall("Load ps int consts");
605 /* Context activation is done by the caller. */
606 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
607 const struct wined3d_context *context, const struct wined3d_state *state)
609 const struct wined3d_gl_info *gl_info = context->gl_info;
610 float position_fixup[4];
611 unsigned char i;
613 /* Upload the position fixup */
614 shader_get_position_fixup(context, state, 1, position_fixup);
615 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
617 if (!gl_shader->num_int_consts) return;
619 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
621 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
623 float val[4];
624 val[0] = (float)state->vs_consts_i[i].x;
625 val[1] = (float)state->vs_consts_i[i].y;
626 val[2] = (float)state->vs_consts_i[i].z;
627 val[3] = -1.0f;
629 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
632 checkGLcall("Load vs int consts");
635 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
636 const struct wined3d_state *state);
639 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
641 * We only support float constants in ARB at the moment, so don't
642 * worry about the Integers or Booleans
644 /* Context activation is done by the caller (state handler). */
645 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
646 struct wined3d_context *context, const struct wined3d_state *state,
647 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
649 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
650 const struct wined3d_gl_info *gl_info = context->gl_info;
652 if (!from_shader_select)
654 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
655 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
657 if (vshader
658 && (vshader->reg_maps.boolean_constants
659 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
660 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
662 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
663 shader_arb_select(priv, context, state);
665 else if (pshader
666 && (pshader->reg_maps.boolean_constants
667 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
668 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
670 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
671 shader_arb_select(priv, context, state);
675 if (context != priv->last_context)
677 memset(priv->vshader_const_dirty, 1,
678 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
679 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
681 memset(priv->pshader_const_dirty, 1,
682 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
683 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
685 priv->last_context = context;
688 if (useVertexShader)
690 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
691 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
693 /* Load DirectX 9 float constants for vertex shader */
694 priv->highest_dirty_vs_const = shader_arb_load_constants_f(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
695 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
696 shader_arb_vs_local_constants(gl_shader, context, state);
699 if (usePixelShader)
701 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
702 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
703 UINT rt_height = state->fb->render_targets[0]->height;
705 /* Load DirectX 9 float constants for pixel shader */
706 priv->highest_dirty_ps_const = shader_arb_load_constants_f(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
707 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
708 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
710 if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
711 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
715 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
716 const struct wined3d_state *state)
718 BOOL vs = use_vs(state);
719 BOOL ps = use_ps(state);
721 shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
724 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
726 struct wined3d_context *context = context_get_current();
727 struct shader_arb_priv *priv = device->shader_priv;
729 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
730 * context. On a context switch the old context will be fully dirtified */
731 if (!context || context->device != device)
732 return;
734 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
735 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
738 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
740 struct wined3d_context *context = context_get_current();
741 struct shader_arb_priv *priv = device->shader_priv;
743 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
744 * context. On a context switch the old context will be fully dirtified */
745 if (!context || context->device != device)
746 return;
748 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
749 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
752 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
754 char str[4][17];
756 wined3d_ftoa(values[0], str[0]);
757 wined3d_ftoa(values[1], str[1]);
758 wined3d_ftoa(values[2], str[2]);
759 wined3d_ftoa(values[3], str[3]);
760 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
763 /* Generate the variable & register declarations for the ARB_vertex_program output target */
764 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
765 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
766 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
767 const struct shader_arb_ctx_priv *ctx)
769 DWORD i;
770 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
771 const struct wined3d_shader_lconst *lconst;
772 unsigned max_constantsF;
773 DWORD map;
775 /* In pixel shaders, all private constants are program local, we don't need anything
776 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
777 * If we need a private constant the GL implementation will squeeze it in somewhere
779 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
780 * immediate values. The posFixup is loaded using program.env for now, so always
781 * subtract one from the number of constants. If the shader uses indirect addressing,
782 * account for the helper const too because we have to declare all available d3d constants
783 * and don't know which are actually used.
785 if (pshader)
787 max_constantsF = gl_info->limits.arb_ps_native_constants;
788 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
789 if (max_constantsF < 24)
790 max_constantsF = gl_info->limits.arb_ps_float_constants;
792 else
794 const struct arb_vshader_private *shader_data = shader->backend_data;
795 max_constantsF = gl_info->limits.arb_vs_native_constants;
796 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
797 * Also prevents max_constantsF from becoming less than 0 and
798 * wrapping . */
799 if (max_constantsF < 96)
800 max_constantsF = gl_info->limits.arb_vs_float_constants;
802 if (reg_maps->usesrelconstF)
804 DWORD highest_constf = 0, clip_limit;
806 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
807 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
808 max_constantsF -= gl_info->reserved_arb_constants;
810 for (i = 0; i < shader->limits->constant_float; ++i)
812 DWORD idx = i >> 5;
813 DWORD shift = i & 0x1f;
814 if (reg_maps->constf[idx] & (1u << shift))
815 highest_constf = i;
818 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
820 if(ctx->cur_vs_args->super.clip_enabled)
821 clip_limit = gl_info->limits.user_clip_distances;
822 else
823 clip_limit = 0;
825 else
827 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
828 clip_limit = min(wined3d_popcount(mask), 4);
830 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
831 max_constantsF -= *num_clipplanes;
832 if(*num_clipplanes < clip_limit)
834 WARN("Only %u clip planes out of %u enabled.\n", *num_clipplanes,
835 gl_info->limits.user_clip_distances);
838 else
840 if (ctx->target_version >= NV2)
841 *num_clipplanes = gl_info->limits.user_clip_distances;
842 else
843 *num_clipplanes = min(gl_info->limits.user_clip_distances, 4);
847 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
849 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
852 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
854 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
857 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
859 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
861 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
865 if (!shader->load_local_constsF)
867 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
869 const float *value;
870 value = (const float *)lconst->value;
871 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
872 shader_arb_append_imm_vec4(buffer, value);
873 shader_addline(buffer, ";\n");
877 /* After subtracting privately used constants from the hardware limit(they are loaded as
878 * local constants), make sure the shader doesn't violate the env constant limit
880 if (pshader)
882 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
884 else
886 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
889 /* Avoid declaring more constants than needed */
890 max_constantsF = min(max_constantsF, shader->limits->constant_float);
892 /* we use the array-based constants array if the local constants are marked for loading,
893 * because then we use indirect addressing, or when the local constant list is empty,
894 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
895 * local constants do not declare the loaded constants as an array because ARB compilers usually
896 * do not optimize unused constants away
898 if (reg_maps->usesrelconstF)
900 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
901 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
902 max_constantsF, max_constantsF - 1);
904 else
906 for (i = 0; i < max_constantsF; ++i)
908 if (!shader_constant_is_local(shader, i) && wined3d_extract_bits(reg_maps->constf, i, 1))
910 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
916 static const char * const shift_tab[] = {
917 "dummy", /* 0 (none) */
918 "coefmul.x", /* 1 (x2) */
919 "coefmul.y", /* 2 (x4) */
920 "coefmul.z", /* 3 (x8) */
921 "coefmul.w", /* 4 (x16) */
922 "dummy", /* 5 (x32) */
923 "dummy", /* 6 (x64) */
924 "dummy", /* 7 (x128) */
925 "dummy", /* 8 (d256) */
926 "dummy", /* 9 (d128) */
927 "dummy", /* 10 (d64) */
928 "dummy", /* 11 (d32) */
929 "coefdiv.w", /* 12 (d16) */
930 "coefdiv.z", /* 13 (d8) */
931 "coefdiv.y", /* 14 (d4) */
932 "coefdiv.x" /* 15 (d2) */
935 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
936 const struct wined3d_shader_dst_param *dst, char *write_mask)
938 char *ptr = write_mask;
940 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
942 *ptr++ = '.';
943 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
944 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
945 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
946 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
949 *ptr = '\0';
952 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
954 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
955 * but addressed as "rgba". To fix this we need to swap the register's x
956 * and z components. */
957 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
958 char *ptr = swizzle_str;
960 /* swizzle bits fields: wwzzyyxx */
961 DWORD swizzle = param->swizzle;
962 DWORD swizzle_x = swizzle & 0x03;
963 DWORD swizzle_y = (swizzle >> 2) & 0x03;
964 DWORD swizzle_z = (swizzle >> 4) & 0x03;
965 DWORD swizzle_w = (swizzle >> 6) & 0x03;
967 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
968 * generate a swizzle string. Unless we need to our own swizzling. */
969 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
971 *ptr++ = '.';
972 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
973 *ptr++ = swizzle_chars[swizzle_x];
974 } else {
975 *ptr++ = swizzle_chars[swizzle_x];
976 *ptr++ = swizzle_chars[swizzle_y];
977 *ptr++ = swizzle_chars[swizzle_z];
978 *ptr++ = swizzle_chars[swizzle_w];
982 *ptr = '\0';
985 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
987 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
988 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
990 if (!strcmp(priv->addr_reg, src))
991 return;
993 snprintf(priv->addr_reg, sizeof(priv->addr_reg), "%s", src);
994 shader_addline(buffer, "ARL A0.x, %s;\n", src);
997 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
998 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
1000 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1001 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1003 /* oPos, oFog and oPts in D3D */
1004 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1005 const struct wined3d_shader *shader = ins->ctx->shader;
1006 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1007 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1008 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1010 *is_color = FALSE;
1012 switch (reg->type)
1014 case WINED3DSPR_TEMP:
1015 sprintf(register_name, "R%u", reg->idx[0].offset);
1016 break;
1018 case WINED3DSPR_INPUT:
1019 if (pshader)
1021 if (reg_maps->shader_version.major < 3)
1023 if (!reg->idx[0].offset)
1024 strcpy(register_name, "fragment.color.primary");
1025 else
1026 strcpy(register_name, "fragment.color.secondary");
1028 else
1030 if (reg->idx[0].rel_addr)
1032 char rel_reg[50];
1033 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1035 if (!strcmp(rel_reg, "**aL_emul**"))
1037 DWORD idx = ctx->aL + reg->idx[0].offset;
1038 if(idx < MAX_REG_INPUT)
1040 strcpy(register_name, ctx->ps_input[idx]);
1042 else
1044 ERR("Pixel shader input register out of bounds: %u\n", idx);
1045 sprintf(register_name, "out_of_bounds_%u", idx);
1048 else if (reg_maps->input_registers & 0x0300)
1050 /* There are two ways basically:
1052 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1053 * That means trouble if the loop also contains a breakc or if the control values
1054 * aren't local constants.
1055 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1056 * source dynamically. The trouble is that we cannot simply read aL.y because it
1057 * is an ADDRESS register. We could however push it, load .zw with a value and use
1058 * ADAC to load the condition code register and pop it again afterwards
1060 FIXME("Relative input register addressing with more than 8 registers\n");
1062 /* This is better than nothing for now */
1063 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1065 else if(ctx->cur_ps_args->super.vp_mode != WINED3D_VP_MODE_SHADER)
1067 /* This is problematic because we'd have to consult the ctx->ps_input strings
1068 * for where to find the varying. Some may be "0.0", others can be texcoords or
1069 * colors. This needs either a pipeline replacement to make the vertex shader feed
1070 * proper varyings, or loop unrolling
1072 * For now use the texcoords and hope for the best
1074 FIXME("Non-vertex shader varying input with indirect addressing\n");
1075 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1077 else
1079 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1080 * pulls GL_NV_fragment_program2 in
1082 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1085 else
1087 if (reg->idx[0].offset < MAX_REG_INPUT)
1089 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1091 else
1093 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1094 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1099 else
1101 if (ctx->cur_vs_args->super.swizzle_map & (1u << reg->idx[0].offset))
1102 *is_color = TRUE;
1103 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1105 break;
1107 case WINED3DSPR_CONST:
1108 if (!pshader && reg->idx[0].rel_addr)
1110 const struct arb_vshader_private *shader_data = shader->backend_data;
1111 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1112 BOOL aL = FALSE;
1113 char rel_reg[50];
1114 if (reg_maps->shader_version.major < 2)
1116 sprintf(rel_reg, "A0.x");
1118 else
1120 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1121 if (ctx->target_version == ARB)
1123 if (!strcmp(rel_reg, "**aL_emul**"))
1125 aL = TRUE;
1126 } else {
1127 shader_arb_request_a0(ins, rel_reg);
1128 sprintf(rel_reg, "A0.x");
1132 if (aL)
1133 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1134 else if (reg->idx[0].offset >= rel_offset)
1135 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1136 else
1137 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1139 else
1141 if (reg_maps->usesrelconstF)
1142 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1143 else
1144 sprintf(register_name, "C%u", reg->idx[0].offset);
1146 break;
1148 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1149 if (pshader)
1151 if (reg_maps->shader_version.major == 1
1152 && reg_maps->shader_version.minor <= 3)
1153 /* In ps <= 1.3, Tx is a temporary register as destination
1154 * to all instructions, and as source to most instructions.
1155 * For some instructions it is the texcoord input. Those
1156 * instructions know about the special use. */
1157 sprintf(register_name, "T%u", reg->idx[0].offset);
1158 else
1159 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1160 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1162 else
1164 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1165 sprintf(register_name, "A%u", reg->idx[0].offset);
1166 else
1167 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1169 break;
1171 case WINED3DSPR_COLOROUT:
1172 if (ctx->ps_post_process && !reg->idx[0].offset)
1174 strcpy(register_name, "TMP_COLOR");
1176 else
1178 if (ctx->cur_ps_args->super.srgb_correction)
1179 FIXME("sRGB correction on higher render targets.\n");
1180 if (reg_maps->rt_mask > 1)
1181 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1182 else
1183 strcpy(register_name, "result.color");
1185 break;
1187 case WINED3DSPR_RASTOUT:
1188 if (reg->idx[0].offset == 1)
1189 sprintf(register_name, "%s", ctx->fog_output);
1190 else
1191 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1192 break;
1194 case WINED3DSPR_DEPTHOUT:
1195 strcpy(register_name, "result.depth");
1196 break;
1198 case WINED3DSPR_ATTROUT:
1199 /* case WINED3DSPR_OUTPUT: */
1200 if (pshader)
1201 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1202 else
1203 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1204 break;
1206 case WINED3DSPR_TEXCRDOUT:
1207 if (pshader)
1208 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1209 else if (reg_maps->shader_version.major < 3)
1210 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1211 else
1212 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1213 break;
1215 case WINED3DSPR_LOOP:
1216 if(ctx->target_version >= NV2)
1218 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1219 if(pshader) sprintf(register_name, "A0.x");
1220 else sprintf(register_name, "aL.y");
1222 else
1224 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1225 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1226 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1227 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1228 * indexing
1230 sprintf(register_name, "**aL_emul**");
1233 break;
1235 case WINED3DSPR_CONSTINT:
1236 sprintf(register_name, "I%u", reg->idx[0].offset);
1237 break;
1239 case WINED3DSPR_MISCTYPE:
1240 if (!reg->idx[0].offset)
1241 sprintf(register_name, "vpos");
1242 else if (reg->idx[0].offset == 1)
1243 sprintf(register_name, "fragment.facing.x");
1244 else
1245 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1246 break;
1248 default:
1249 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1250 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1251 break;
1255 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1256 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1258 char register_name[255];
1259 char write_mask[6];
1260 BOOL is_color;
1262 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1263 strcpy(str, register_name);
1265 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1266 strcat(str, write_mask);
1269 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1271 switch(channel_source)
1273 case CHANNEL_SOURCE_ZERO: return "0";
1274 case CHANNEL_SOURCE_ONE: return "1";
1275 case CHANNEL_SOURCE_X: return "x";
1276 case CHANNEL_SOURCE_Y: return "y";
1277 case CHANNEL_SOURCE_Z: return "z";
1278 case CHANNEL_SOURCE_W: return "w";
1279 default:
1280 FIXME("Unhandled channel source %#x\n", channel_source);
1281 return "undefined";
1285 struct color_fixup_masks
1287 DWORD source;
1288 DWORD sign;
1291 static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
1293 struct color_fixup_masks masks = {0, 0};
1295 if (is_complex_fixup(fixup))
1297 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1298 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1299 return masks;
1302 if (fixup.x_source != CHANNEL_SOURCE_X)
1303 masks.source |= WINED3DSP_WRITEMASK_0;
1304 if (fixup.y_source != CHANNEL_SOURCE_Y)
1305 masks.source |= WINED3DSP_WRITEMASK_1;
1306 if (fixup.z_source != CHANNEL_SOURCE_Z)
1307 masks.source |= WINED3DSP_WRITEMASK_2;
1308 if (fixup.w_source != CHANNEL_SOURCE_W)
1309 masks.source |= WINED3DSP_WRITEMASK_3;
1310 masks.source &= dst_mask;
1312 if (fixup.x_sign_fixup)
1313 masks.sign |= WINED3DSP_WRITEMASK_0;
1314 if (fixup.y_sign_fixup)
1315 masks.sign |= WINED3DSP_WRITEMASK_1;
1316 if (fixup.z_sign_fixup)
1317 masks.sign |= WINED3DSP_WRITEMASK_2;
1318 if (fixup.w_sign_fixup)
1319 masks.sign |= WINED3DSP_WRITEMASK_3;
1320 masks.sign &= dst_mask;
1322 return masks;
1325 static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
1326 const char *src, const char *one, const char *two,
1327 struct color_fixup_desc fixup, struct color_fixup_masks masks)
1329 const char *sign_fixup_src = dst;
1331 if (masks.source)
1333 if (masks.sign)
1334 sign_fixup_src = "TA";
1336 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
1337 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1338 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1340 else if (masks.sign)
1342 sign_fixup_src = src;
1345 if (masks.sign)
1347 char reg_mask[6];
1348 char *ptr = reg_mask;
1350 if (masks.sign != WINED3DSP_WRITEMASK_ALL)
1352 *ptr++ = '.';
1353 if (masks.sign & WINED3DSP_WRITEMASK_0)
1354 *ptr++ = 'x';
1355 if (masks.sign & WINED3DSP_WRITEMASK_1)
1356 *ptr++ = 'y';
1357 if (masks.sign & WINED3DSP_WRITEMASK_2)
1358 *ptr++ = 'z';
1359 if (masks.sign & WINED3DSP_WRITEMASK_3)
1360 *ptr++ = 'w';
1362 *ptr = '\0';
1364 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
1368 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1370 DWORD mod;
1371 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1372 if (!ins->dst_count) return "";
1374 mod = ins->dst[0].modifiers;
1376 /* Silently ignore PARTIALPRECISION if it's not supported */
1377 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1379 if(mod & WINED3DSPDM_MSAMPCENTROID)
1381 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1382 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1385 switch(mod)
1387 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1388 return "H_SAT";
1390 case WINED3DSPDM_SATURATE:
1391 return "_SAT";
1393 case WINED3DSPDM_PARTIALPRECISION:
1394 return "H";
1396 case 0:
1397 return "";
1399 default:
1400 FIXME("Unknown modifiers 0x%08x\n", mod);
1401 return "";
1405 #define TEX_PROJ 0x1
1406 #define TEX_BIAS 0x2
1407 #define TEX_LOD 0x4
1408 #define TEX_DERIV 0x10
1410 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1411 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1413 enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1414 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1415 const char *tex_type;
1416 BOOL np2_fixup = FALSE;
1417 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1418 const char *mod;
1419 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1420 const char *tex_dst = dst_str;
1421 struct color_fixup_masks masks;
1423 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1424 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1426 switch (resource_type)
1428 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1429 tex_type = "1D";
1430 break;
1432 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1433 if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
1434 && ins->ctx->gl_info->supported[ARB_TEXTURE_RECTANGLE])
1435 tex_type = "RECT";
1436 else
1437 tex_type = "2D";
1438 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1440 if (priv->cur_np2fixup_info->super.active & (1u << sampler_idx))
1442 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1443 else np2_fixup = TRUE;
1446 break;
1448 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1449 tex_type = "3D";
1450 break;
1452 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1453 tex_type = "CUBE";
1454 break;
1456 default:
1457 ERR("Unexpected resource type %#x.\n", resource_type);
1458 tex_type = "";
1461 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1462 * so don't use shader_arb_get_modifier
1464 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1465 else mod = "";
1467 /* Fragment samplers always have indentity mapping */
1468 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1470 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1473 if (pshader)
1475 masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
1476 ins->dst[0].write_mask);
1478 if (masks.source || masks.sign)
1479 tex_dst = "TA";
1482 if (flags & TEX_DERIV)
1484 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1485 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1486 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1487 dsx, dsy, sampler_idx, tex_type);
1489 else if(flags & TEX_LOD)
1491 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1492 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1493 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1494 sampler_idx, tex_type);
1496 else if (flags & TEX_BIAS)
1498 /* Shouldn't be possible, but let's check for it */
1499 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1500 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1501 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1503 else if (flags & TEX_PROJ)
1505 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1507 else
1509 if (np2_fixup)
1511 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1512 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1513 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1515 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
1517 else
1518 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1521 if (pshader)
1523 gen_color_correction(buffer, dst_str, tex_dst,
1524 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1525 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1526 priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
1530 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1531 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1533 /* Generate a line that does the input modifier computation and return the input register to use */
1534 BOOL is_color = FALSE, insert_line;
1535 char regstr[256];
1536 char swzstr[20];
1537 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1538 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1539 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1540 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1542 /* Assume a new line will be added */
1543 insert_line = TRUE;
1545 /* Get register name */
1546 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1547 shader_arb_get_swizzle(src, is_color, swzstr);
1549 switch (src->modifiers)
1551 case WINED3DSPSM_NONE:
1552 sprintf(outregstr, "%s%s", regstr, swzstr);
1553 insert_line = FALSE;
1554 break;
1555 case WINED3DSPSM_NEG:
1556 sprintf(outregstr, "-%s%s", regstr, swzstr);
1557 insert_line = FALSE;
1558 break;
1559 case WINED3DSPSM_BIAS:
1560 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1561 break;
1562 case WINED3DSPSM_BIASNEG:
1563 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1564 break;
1565 case WINED3DSPSM_SIGN:
1566 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1567 break;
1568 case WINED3DSPSM_SIGNNEG:
1569 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1570 break;
1571 case WINED3DSPSM_COMP:
1572 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1573 break;
1574 case WINED3DSPSM_X2:
1575 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1576 break;
1577 case WINED3DSPSM_X2NEG:
1578 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1579 break;
1580 case WINED3DSPSM_DZ:
1581 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1582 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1583 break;
1584 case WINED3DSPSM_DW:
1585 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1586 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1587 break;
1588 case WINED3DSPSM_ABS:
1589 if(ctx->target_version >= NV2) {
1590 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1591 insert_line = FALSE;
1592 } else {
1593 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1595 break;
1596 case WINED3DSPSM_ABSNEG:
1597 if(ctx->target_version >= NV2) {
1598 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1599 } else {
1600 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1601 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1603 insert_line = FALSE;
1604 break;
1605 default:
1606 sprintf(outregstr, "%s%s", regstr, swzstr);
1607 insert_line = FALSE;
1610 /* Return modified or original register, with swizzle */
1611 if (insert_line)
1612 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1615 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1617 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1618 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1619 DWORD sampler_code = dst->reg.idx[0].offset;
1620 char dst_name[50];
1621 char src_name[2][50];
1623 shader_arb_get_dst_param(ins, dst, dst_name);
1625 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1627 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1628 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1629 * temps is done.
1631 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1632 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1633 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1634 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1635 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1637 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1638 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1641 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1643 *extra_char = ' ';
1644 switch(mod)
1646 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1647 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1648 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1649 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1650 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1651 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1652 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1653 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1654 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1655 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1656 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1657 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1658 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1660 FIXME("Unknown modifier %u\n", mod);
1661 return mod;
1664 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1666 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1667 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1668 char dst_name[50];
1669 char src_name[3][50];
1670 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1671 ins->ctx->reg_maps->shader_version.minor);
1673 shader_arb_get_dst_param(ins, dst, dst_name);
1674 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1676 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1677 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1679 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1681 else
1683 struct wined3d_shader_src_param src0_copy = ins->src[0];
1684 char extra_neg;
1686 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1687 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1689 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1690 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1691 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1692 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1693 dst_name, src_name[1], src_name[2]);
1697 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1699 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1700 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1701 char dst_name[50];
1702 char src_name[3][50];
1704 shader_arb_get_dst_param(ins, dst, dst_name);
1706 /* Generate input register names (with modifiers) */
1707 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1708 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1709 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1711 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1712 dst_name, src_name[0], src_name[2], src_name[1]);
1715 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1716 * dst = dot2(src0, src1) + src2 */
1717 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1719 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1720 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1721 char dst_name[50];
1722 char src_name[3][50];
1723 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1725 shader_arb_get_dst_param(ins, dst, dst_name);
1726 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1727 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1729 if(ctx->target_version >= NV3)
1731 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1732 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1733 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1734 dst_name, src_name[0], src_name[1], src_name[2]);
1736 else if(ctx->target_version >= NV2)
1738 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1739 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1740 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1741 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1743 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1745 * .xyxy and other swizzles that we could get with this are not valid in
1746 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1748 struct wined3d_shader_src_param tmp_param = ins->src[1];
1749 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1750 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1752 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1754 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1755 dst_name, src_name[2], src_name[0], src_name[1]);
1757 else
1759 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1760 /* 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]
1761 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1763 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1764 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1765 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1766 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1770 /* Map the opcode 1-to-1 to the GL code */
1771 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1773 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1774 const char *instruction;
1775 char arguments[256], dst_str[50];
1776 unsigned int i;
1777 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1779 switch (ins->handler_idx)
1781 case WINED3DSIH_ABS: instruction = "ABS"; break;
1782 case WINED3DSIH_ADD: instruction = "ADD"; break;
1783 case WINED3DSIH_CRS: instruction = "XPD"; break;
1784 case WINED3DSIH_DP3: instruction = "DP3"; break;
1785 case WINED3DSIH_DP4: instruction = "DP4"; break;
1786 case WINED3DSIH_DST: instruction = "DST"; break;
1787 case WINED3DSIH_FRC: instruction = "FRC"; break;
1788 case WINED3DSIH_LIT: instruction = "LIT"; break;
1789 case WINED3DSIH_LRP: instruction = "LRP"; break;
1790 case WINED3DSIH_MAD: instruction = "MAD"; break;
1791 case WINED3DSIH_MAX: instruction = "MAX"; break;
1792 case WINED3DSIH_MIN: instruction = "MIN"; break;
1793 case WINED3DSIH_MOV: instruction = "MOV"; break;
1794 case WINED3DSIH_MUL: instruction = "MUL"; break;
1795 case WINED3DSIH_SGE: instruction = "SGE"; break;
1796 case WINED3DSIH_SLT: instruction = "SLT"; break;
1797 case WINED3DSIH_SUB: instruction = "SUB"; break;
1798 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1799 case WINED3DSIH_DSX: instruction = "DDX"; break;
1800 default: instruction = "";
1801 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
1802 break;
1805 /* Note that shader_arb_add_dst_param() adds spaces. */
1806 arguments[0] = '\0';
1807 shader_arb_get_dst_param(ins, dst, dst_str);
1808 for (i = 0; i < ins->src_count; ++i)
1810 char operand[100];
1811 strcat(arguments, ", ");
1812 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1813 strcat(arguments, operand);
1815 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1818 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1820 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1822 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1825 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1827 const struct wined3d_shader *shader = ins->ctx->shader;
1828 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1829 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1830 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1831 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1832 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1833 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1835 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1836 char src0_param[256];
1838 if (ins->handler_idx == WINED3DSIH_MOVA)
1840 const struct arb_vshader_private *shader_data = shader->backend_data;
1841 char write_mask[6];
1842 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1844 if(ctx->target_version >= NV2) {
1845 shader_hw_map2gl(ins);
1846 return;
1848 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1849 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1851 /* This implements the mova formula used in GLSL. The first two instructions
1852 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1853 * in this case:
1854 * mova A0.x, 0.0
1856 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1858 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1859 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1861 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1862 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1864 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1865 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1866 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1867 if (shader_data->rel_offset)
1869 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1871 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1873 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1875 else if (reg_maps->shader_version.major == 1
1876 && !shader_is_pshader_version(reg_maps->shader_version.type)
1877 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1879 const struct arb_vshader_private *shader_data = shader->backend_data;
1880 src0_param[0] = '\0';
1882 if (shader_data->rel_offset && ctx->target_version == ARB)
1884 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1885 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1886 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1887 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1889 else
1891 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1892 * with more than one component. Thus replicate the first source argument over all
1893 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1894 struct wined3d_shader_src_param tmp_src = ins->src[0];
1895 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1896 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1897 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1900 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1902 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1904 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1905 return;
1907 shader_hw_map2gl(ins);
1909 else
1911 shader_hw_map2gl(ins);
1915 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1917 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1918 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1919 char reg_dest[40];
1921 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1922 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1924 shader_arb_get_dst_param(ins, dst, reg_dest);
1926 if (ins->ctx->reg_maps->shader_version.major >= 2)
1928 const char *kilsrc = "TA";
1929 BOOL is_color;
1931 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1932 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1934 kilsrc = reg_dest;
1936 else
1938 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1939 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1940 * masked out components to 0(won't kill)
1942 char x = '0', y = '0', z = '0', w = '0';
1943 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1944 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1945 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1946 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1947 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1949 shader_addline(buffer, "KIL %s;\n", kilsrc);
1951 else
1953 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1954 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1956 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1957 * or pass in any temporary register(in shader phase 2)
1959 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1960 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1961 else
1962 shader_arb_get_dst_param(ins, dst, reg_dest);
1963 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1964 shader_addline(buffer, "KIL TA;\n");
1968 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1970 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1971 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1972 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1973 ins->ctx->reg_maps->shader_version.minor);
1974 struct wined3d_shader_src_param src;
1976 char reg_dest[40];
1977 char reg_coord[40];
1978 DWORD reg_sampler_code;
1979 WORD myflags = 0;
1980 BOOL swizzle_coord = FALSE;
1982 /* All versions have a destination register */
1983 shader_arb_get_dst_param(ins, dst, reg_dest);
1985 /* 1.0-1.4: Use destination register number as texture code.
1986 2.0+: Use provided sampler number as texture code. */
1987 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1988 reg_sampler_code = dst->reg.idx[0].offset;
1989 else
1990 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1992 /* 1.0-1.3: Use the texcoord varying.
1993 1.4+: Use provided coordinate source register. */
1994 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1995 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1996 else {
1997 /* TEX is the only instruction that can handle DW and DZ natively */
1998 src = ins->src[0];
1999 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
2000 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
2001 shader_arb_get_src_param(ins, &src, 0, reg_coord);
2004 /* projection flag:
2005 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2006 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2007 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2009 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2011 DWORD flags = 0;
2012 if (reg_sampler_code < MAX_TEXTURES)
2013 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2014 if (flags & WINED3D_PSARGS_PROJECTED)
2016 myflags |= TEX_PROJ;
2017 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
2018 swizzle_coord = TRUE;
2021 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2023 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2024 if (src_mod == WINED3DSPSM_DZ)
2026 swizzle_coord = TRUE;
2027 myflags |= TEX_PROJ;
2028 } else if(src_mod == WINED3DSPSM_DW) {
2029 myflags |= TEX_PROJ;
2031 } else {
2032 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2033 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2036 if (swizzle_coord)
2038 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2039 * reg_coord is a read-only varying register, so we need a temp reg */
2040 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2041 strcpy(reg_coord, "TA");
2044 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2047 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2049 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2050 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2051 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2052 ins->ctx->reg_maps->shader_version.minor);
2053 char dst_str[50];
2055 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2057 DWORD reg = dst->reg.idx[0].offset;
2059 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2060 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2061 } else {
2062 char reg_src[40];
2064 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2065 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2066 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2070 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2072 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2073 DWORD flags = 0;
2075 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2076 char dst_str[50];
2077 char src_str[50];
2079 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2080 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2081 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2082 /* Move .x first in case src_str is "TA" */
2083 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2084 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2085 if (reg1 < MAX_TEXTURES)
2087 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2088 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2090 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2093 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2095 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2097 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2098 char dst_str[50];
2099 char src_str[50];
2101 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2102 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2103 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2104 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2105 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2106 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2109 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2111 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2112 char dst_str[50];
2113 char src_str[50];
2115 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2116 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2117 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2118 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2121 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2123 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2124 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2125 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2126 char reg_coord[40], dst_reg[50], src_reg[50];
2127 DWORD reg_dest_code;
2129 /* All versions have a destination register. The Tx where the texture coordinates come
2130 * from is the varying incarnation of the texture register
2132 reg_dest_code = dst->reg.idx[0].offset;
2133 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2134 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2135 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2137 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2138 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2140 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2141 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2143 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2144 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2145 * extension.
2147 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2148 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2149 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2150 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2152 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2153 * so we can't let the GL handle this.
2155 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2156 & WINED3D_PSARGS_PROJECTED)
2158 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2159 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2160 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2161 } else {
2162 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2165 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2167 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2169 /* No src swizzles are allowed, so this is ok */
2170 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2171 src_reg, reg_dest_code, reg_dest_code);
2172 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2176 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2178 DWORD reg = ins->dst[0].reg.idx[0].offset;
2179 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2180 char src0_name[50], dst_name[50];
2181 BOOL is_color;
2182 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2184 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2185 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2186 * T<reg+1> register. Use this register to store the calculated vector
2188 tmp_reg.idx[0].offset = reg + 1;
2189 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2190 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2193 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2195 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2196 DWORD flags;
2197 DWORD reg = ins->dst[0].reg.idx[0].offset;
2198 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2199 char dst_str[50];
2200 char src0_name[50];
2201 char dst_reg[50];
2202 BOOL is_color;
2204 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2205 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2207 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2208 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2209 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2210 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2211 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2214 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2216 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2217 DWORD reg = ins->dst[0].reg.idx[0].offset;
2218 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2219 char src0_name[50], dst_name[50];
2220 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2221 BOOL is_color;
2223 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2224 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2225 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2227 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2228 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2230 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2231 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2232 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2233 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2236 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2238 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2239 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2240 DWORD flags;
2241 DWORD reg = ins->dst[0].reg.idx[0].offset;
2242 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2243 char dst_str[50];
2244 char src0_name[50], dst_name[50];
2245 BOOL is_color;
2247 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2248 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2249 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2251 /* Sample the texture using the calculated coordinates */
2252 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2253 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2254 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2255 tex_mx->current_row = 0;
2258 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2260 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2261 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2262 DWORD flags;
2263 DWORD reg = ins->dst[0].reg.idx[0].offset;
2264 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2265 char dst_str[50];
2266 char src0_name[50];
2267 char dst_reg[50];
2268 BOOL is_color;
2270 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2271 * components for temporary data storage
2273 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2274 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2275 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2277 /* Construct the eye-ray vector from w coordinates */
2278 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2279 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2280 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2282 /* Calculate reflection vector
2284 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2285 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2286 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2287 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2288 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2289 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2290 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2292 /* Sample the texture using the calculated coordinates */
2293 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2294 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2295 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2296 tex_mx->current_row = 0;
2299 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2301 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2302 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2303 DWORD flags;
2304 DWORD reg = ins->dst[0].reg.idx[0].offset;
2305 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2306 char dst_str[50];
2307 char src0_name[50];
2308 char src1_name[50];
2309 char dst_reg[50];
2310 BOOL is_color;
2312 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2313 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2314 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2315 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2316 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2318 /* Calculate reflection vector.
2320 * dot(N, E)
2321 * dst_reg.xyz = 2 * --------- * N - E
2322 * dot(N, N)
2324 * Which normalizes the normal vector
2326 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2327 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2328 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2329 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2330 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2331 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2333 /* Sample the texture using the calculated coordinates */
2334 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2335 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2336 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2337 tex_mx->current_row = 0;
2340 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2342 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2343 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2344 char dst_name[50];
2345 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2346 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2348 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2349 * which is essentially an input, is the destination register because it is the first
2350 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2351 * here(writemasks/swizzles are not valid on texdepth)
2353 shader_arb_get_dst_param(ins, dst, dst_name);
2355 /* According to the msdn, the source register(must be r5) is unusable after
2356 * the texdepth instruction, so we're free to modify it
2358 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2360 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2361 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2362 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2364 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2365 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2366 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2367 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2370 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2371 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2372 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2373 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2375 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2376 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2377 char src0[50];
2378 char dst_str[50];
2380 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2381 shader_addline(buffer, "MOV TB, 0.0;\n");
2382 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2384 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2385 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2388 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2389 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2390 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2392 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2393 char src0[50];
2394 char dst_str[50];
2395 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2397 /* Handle output register */
2398 shader_arb_get_dst_param(ins, dst, dst_str);
2399 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2400 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2403 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2404 * Perform the 3rd row of a 3x3 matrix multiply */
2405 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2407 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2408 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2409 char dst_str[50], dst_name[50];
2410 char src0[50];
2411 BOOL is_color;
2413 shader_arb_get_dst_param(ins, dst, dst_str);
2414 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2415 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2416 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2417 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2420 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2421 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2422 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2423 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2425 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2427 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2428 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2429 char src0[50], dst_name[50];
2430 BOOL is_color;
2431 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2432 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2434 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2435 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2436 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2438 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2439 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2440 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2442 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2443 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2444 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2445 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2448 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2449 Vertex/Pixel shaders to ARB_vertex_program codes */
2450 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2452 int i;
2453 int nComponents = 0;
2454 struct wined3d_shader_dst_param tmp_dst = {{0}};
2455 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2456 struct wined3d_shader_instruction tmp_ins;
2458 memset(&tmp_ins, 0, sizeof(tmp_ins));
2460 /* Set constants for the temporary argument */
2461 tmp_ins.ctx = ins->ctx;
2462 tmp_ins.dst_count = 1;
2463 tmp_ins.dst = &tmp_dst;
2464 tmp_ins.src_count = 2;
2465 tmp_ins.src = tmp_src;
2467 switch(ins->handler_idx)
2469 case WINED3DSIH_M4x4:
2470 nComponents = 4;
2471 tmp_ins.handler_idx = WINED3DSIH_DP4;
2472 break;
2473 case WINED3DSIH_M4x3:
2474 nComponents = 3;
2475 tmp_ins.handler_idx = WINED3DSIH_DP4;
2476 break;
2477 case WINED3DSIH_M3x4:
2478 nComponents = 4;
2479 tmp_ins.handler_idx = WINED3DSIH_DP3;
2480 break;
2481 case WINED3DSIH_M3x3:
2482 nComponents = 3;
2483 tmp_ins.handler_idx = WINED3DSIH_DP3;
2484 break;
2485 case WINED3DSIH_M3x2:
2486 nComponents = 2;
2487 tmp_ins.handler_idx = WINED3DSIH_DP3;
2488 break;
2489 default:
2490 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2491 break;
2494 tmp_dst = ins->dst[0];
2495 tmp_src[0] = ins->src[0];
2496 tmp_src[1] = ins->src[1];
2497 for (i = 0; i < nComponents; ++i)
2499 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2500 shader_hw_map2gl(&tmp_ins);
2501 ++tmp_src[1].reg.idx[0].offset;
2505 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2507 *need_abs = FALSE;
2509 switch(mod)
2511 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2512 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2513 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2514 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2515 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2516 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2517 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2518 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2519 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2520 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2521 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2522 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2523 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2525 FIXME("Unknown modifier %u\n", mod);
2526 return mod;
2529 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2531 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2532 const char *instruction;
2533 struct wined3d_shader_src_param src0_copy = ins->src[0];
2534 BOOL need_abs = FALSE;
2536 char dst[50];
2537 char src[50];
2539 switch(ins->handler_idx)
2541 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2542 case WINED3DSIH_RCP: instruction = "RCP"; break;
2543 case WINED3DSIH_EXPP:
2544 if (ins->ctx->reg_maps->shader_version.major < 2)
2546 instruction = "EXP";
2547 break;
2549 /* Drop through. */
2550 case WINED3DSIH_EXP:
2551 instruction = "EX2";
2552 break;
2553 case WINED3DSIH_LOG:
2554 case WINED3DSIH_LOGP:
2555 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2556 * instruction, but notice that the output of those instructions is
2557 * different. */
2558 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2559 instruction = "LG2";
2560 break;
2561 default: instruction = "";
2562 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2563 break;
2566 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2567 * .w is used. */
2568 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2570 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2571 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2573 if(need_abs)
2575 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2576 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2578 else
2580 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2585 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2587 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2588 char dst_name[50];
2589 char src_name[50];
2590 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2591 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2592 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2594 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2595 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2597 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2598 * otherwise NRM or RSQ would return NaN */
2599 if(pshader && priv->target_version >= NV3)
2601 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2603 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2605 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2606 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2607 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2609 else if(priv->target_version >= NV2)
2611 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2612 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2613 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2614 src_name);
2616 else
2618 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2620 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2621 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2622 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2624 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2625 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2627 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2628 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2629 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2630 src_name);
2634 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2636 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2637 char dst_name[50];
2638 char src_name[3][50];
2640 /* ARB_fragment_program has a convenient LRP instruction */
2641 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2642 shader_hw_map2gl(ins);
2643 return;
2646 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2647 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2648 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2649 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2651 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2652 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2653 dst_name, src_name[0], src_name[2]);
2656 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2658 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2659 * must contain fixed constants. So we need a separate function to filter those constants and
2660 * can't use map2gl
2662 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2663 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2664 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2665 char dst_name[50];
2666 char src_name0[50], src_name1[50], src_name2[50];
2667 BOOL is_color;
2669 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2670 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2671 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2672 /* No modifiers are supported on SCS */
2673 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2675 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2677 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2678 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2680 } else if(priv->target_version >= NV2) {
2681 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2683 /* Sincos writemask must be .x, .y or .xy */
2684 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2685 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2686 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2687 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2688 } else {
2689 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2690 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2692 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2693 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2695 * The constants we get are:
2697 * +1 +1, -1 -1 +1 +1 -1 -1
2698 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2699 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2701 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2703 * (x/2)^2 = x^2 / 4
2704 * (x/2)^3 = x^3 / 8
2705 * (x/2)^4 = x^4 / 16
2706 * (x/2)^5 = x^5 / 32
2707 * etc
2709 * To get the final result:
2710 * sin(x) = 2 * sin(x/2) * cos(x/2)
2711 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2712 * (from sin(x+y) and cos(x+y) rules)
2714 * As per MSDN, dst.z is undefined after the operation, and so is
2715 * dst.x and dst.y if they're masked out by the writemask. Ie
2716 * sincos dst.y, src1, c0, c1
2717 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2718 * vsa.exe also stops with an error if the dest register is the same register as the source
2719 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2720 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2722 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2723 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2724 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2726 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2727 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2728 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2729 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2730 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2731 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2733 /* sin(x/2)
2735 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2736 * properly merge that with MULs in the code above?
2737 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2738 * we can merge the sine and cosine MAD rows to calculate them together.
2740 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2741 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2742 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2743 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2745 /* cos(x/2) */
2746 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2747 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2748 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2750 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2751 /* cos x */
2752 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2753 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2755 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2756 /* sin x */
2757 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2758 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2763 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2765 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2766 char dst_name[50];
2767 char src_name[50];
2768 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2770 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2771 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2773 /* SGN is only valid in vertex shaders */
2774 if(ctx->target_version >= NV2) {
2775 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2776 return;
2779 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2780 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2782 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2783 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2784 } else {
2785 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2786 * Then use TA, and calculate the final result
2788 * Not reading from TA? Store the first result in TA to avoid overwriting the
2789 * destination if src reg = dst reg
2791 if(strstr(src_name, "TA"))
2793 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2794 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2795 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2797 else
2799 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2800 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2801 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2806 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2808 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2809 char src[50];
2810 char dst[50];
2811 char dst_name[50];
2812 BOOL is_color;
2814 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2815 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2816 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2818 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2819 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2822 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2824 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2825 char src0[50], src1[50], dst[50];
2826 struct wined3d_shader_src_param src0_copy = ins->src[0];
2827 BOOL need_abs = FALSE;
2828 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2829 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2831 /* POW operates on the absolute value of the input */
2832 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2834 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2835 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2836 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2838 if (need_abs)
2839 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2840 else
2841 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2843 if (priv->target_version >= NV2)
2845 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2846 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2847 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2849 else
2851 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2852 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2854 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2855 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2856 /* Possibly add flt_eps to avoid getting float special values */
2857 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2858 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2859 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2860 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2864 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2866 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2867 char src_name[50];
2868 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2870 /* src0 is aL */
2871 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2873 if(vshader)
2875 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2876 struct list *e = list_head(&priv->control_frames);
2877 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2879 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2880 /* The constant loader makes sure to load -1 into iX.w */
2881 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2882 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2883 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2885 else
2887 shader_addline(buffer, "LOOP %s;\n", src_name);
2891 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2893 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2894 char src_name[50];
2895 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2897 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2899 /* The constant loader makes sure to load -1 into iX.w */
2900 if(vshader)
2902 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2903 struct list *e = list_head(&priv->control_frames);
2904 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2906 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2908 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2909 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2910 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2912 else
2914 shader_addline(buffer, "REP %s;\n", src_name);
2918 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2920 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2921 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2923 if(vshader)
2925 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2926 struct list *e = list_head(&priv->control_frames);
2927 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2929 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2930 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2931 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2933 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2935 else
2937 shader_addline(buffer, "ENDLOOP;\n");
2941 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2943 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2944 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2946 if(vshader)
2948 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2949 struct list *e = list_head(&priv->control_frames);
2950 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2952 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2953 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2954 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2956 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2958 else
2960 shader_addline(buffer, "ENDREP;\n");
2964 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2966 struct control_frame *control_frame;
2968 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2970 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2972 ERR("Could not find loop for break\n");
2973 return NULL;
2976 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2978 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2979 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2980 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2982 if(vshader)
2984 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2986 else
2988 shader_addline(buffer, "BRK;\n");
2992 static const char *get_compare(enum wined3d_shader_rel_op op)
2994 switch (op)
2996 case WINED3D_SHADER_REL_OP_GT: return "GT";
2997 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2998 case WINED3D_SHADER_REL_OP_GE: return "GE";
2999 case WINED3D_SHADER_REL_OP_LT: return "LT";
3000 case WINED3D_SHADER_REL_OP_NE: return "NE";
3001 case WINED3D_SHADER_REL_OP_LE: return "LE";
3002 default:
3003 FIXME("Unrecognized operator %#x.\n", op);
3004 return "(\?\?)";
3008 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3010 switch (op)
3012 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3013 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3014 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3015 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3016 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3017 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3018 default:
3019 FIXME("Unrecognized operator %#x.\n", op);
3020 return -1;
3024 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3026 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3027 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3028 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3029 char src_name0[50];
3030 char src_name1[50];
3031 const char *comp = get_compare(ins->flags);
3033 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3034 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3036 if(vshader)
3038 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3039 * away the subtraction result
3041 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3042 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3044 else
3046 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3047 shader_addline(buffer, "BRK (%s.x);\n", comp);
3051 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3053 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3054 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3055 struct list *e = list_head(&priv->control_frames);
3056 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3057 const char *comp;
3058 char src_name0[50];
3059 char src_name1[50];
3060 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3062 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3063 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3065 if(vshader)
3067 /* Invert the flag. We jump to the else label if the condition is NOT true */
3068 comp = get_compare(invert_compare(ins->flags));
3069 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3070 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3072 else
3074 comp = get_compare(ins->flags);
3075 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3076 shader_addline(buffer, "IF %s.x;\n", comp);
3080 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3082 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3083 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3084 struct list *e = list_head(&priv->control_frames);
3085 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3086 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3088 if(vshader)
3090 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3091 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3092 control_frame->had_else = TRUE;
3094 else
3096 shader_addline(buffer, "ELSE;\n");
3100 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3102 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3103 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3104 struct list *e = list_head(&priv->control_frames);
3105 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3106 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3108 if(vshader)
3110 if(control_frame->had_else)
3112 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3114 else
3116 shader_addline(buffer, "#No else branch. else is endif\n");
3117 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3120 else
3122 shader_addline(buffer, "ENDIF;\n");
3126 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3128 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3129 char reg_dest[40];
3130 char reg_src[3][40];
3131 WORD flags = TEX_DERIV;
3133 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3134 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3135 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3136 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3138 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3139 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3141 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3144 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3146 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3147 char reg_dest[40];
3148 char reg_coord[40];
3149 WORD flags = TEX_LOD;
3151 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3152 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3154 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3155 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3157 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3160 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3162 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3163 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3165 priv->in_main_func = FALSE;
3166 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3167 * subroutine, don't generate a label that will make GL complain
3169 if(priv->target_version == ARB) return;
3171 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3174 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3175 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3176 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3177 struct wined3d_string_buffer *buffer)
3179 unsigned int i;
3181 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3182 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3183 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3184 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3186 if (args->super.fog_src == VS_FOG_Z)
3188 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3190 else
3192 if (!reg_maps->fog)
3194 /* posFixup.x is always 1.0, so we can safely use it */
3195 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3197 else
3199 /* Clamp fogcoord */
3200 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3201 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3203 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3204 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3208 /* Clipplanes are always stored without y inversion */
3209 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3211 if (args->super.clip_enabled)
3213 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3215 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3219 else if (args->clip.boolclip.clip_texcoord)
3221 static const char component[4] = {'x', 'y', 'z', 'w'};
3222 unsigned int cur_clip = 0;
3223 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3225 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3227 if (args->clip.boolclip.clipplane_mask & (1u << i))
3229 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3230 component[cur_clip++], i);
3233 switch (cur_clip)
3235 case 0:
3236 shader_addline(buffer, "MOV TA, %s;\n", zero);
3237 break;
3238 case 1:
3239 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3240 break;
3241 case 2:
3242 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3243 break;
3244 case 3:
3245 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3246 break;
3248 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3249 args->clip.boolclip.clip_texcoord - 1);
3252 /* Write the final position.
3254 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3255 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3256 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3257 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3259 if (!gl_info->supported[ARB_CLIP_CONTROL])
3261 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3262 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3263 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3265 /* Z coord [0;1]->[-1;1] mapping, see comment in
3266 * get_projection_matrix() in utils.c. */
3267 if (need_helper_const(shader_data, reg_maps, gl_info))
3269 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3270 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3272 else
3274 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3275 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3279 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3281 priv_ctx->footer_written = TRUE;
3284 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3286 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3287 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3288 const struct wined3d_shader *shader = ins->ctx->shader;
3289 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3291 if(priv->target_version == ARB) return;
3293 if(vshader)
3295 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3296 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3299 shader_addline(buffer, "RET;\n");
3302 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3304 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3305 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3308 static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3310 const char *ptr, *line;
3311 GLint native, pos;
3313 if (TRACE_ON(d3d_shader))
3315 ptr = src;
3316 while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3319 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3320 checkGLcall("glProgramStringARB()");
3322 if (FIXME_ON(d3d_shader))
3324 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3325 if (pos != -1)
3327 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3328 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3329 ptr = src;
3330 while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3331 FIXME_(d3d_shader)("\n");
3333 return FALSE;
3337 if (WARN_ON(d3d_perf))
3339 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3340 checkGLcall("glGetProgramivARB()");
3341 if (!native)
3342 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3345 return TRUE;
3348 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3349 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3351 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3353 if(condcode)
3355 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3356 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3357 /* Calculate the > 0.0031308 case */
3358 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3359 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3360 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3361 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3362 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3363 /* Calculate the < case */
3364 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3366 else
3368 /* Calculate the > 0.0031308 case */
3369 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3370 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3371 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3372 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3373 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3374 /* Calculate the < case */
3375 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3376 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3377 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3378 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3379 /* Store the components > 0.0031308 in the destination */
3380 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3381 /* Add the components that are < 0.0031308 */
3382 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3383 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3384 * result.color writes(.rgb first, then .a), or handle overwriting already written
3385 * components. The assembler uses a temporary register in this case, which is usually
3386 * not allocated from one of our registers that were used earlier.
3389 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3392 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3394 const struct wined3d_shader_lconst *constant;
3396 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3398 if (constant->idx == idx)
3400 return constant->value;
3403 return NULL;
3406 static void init_ps_input(const struct wined3d_shader *shader,
3407 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3409 static const char * const texcoords[8] =
3411 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3412 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3414 unsigned int i;
3415 const struct wined3d_shader_signature_element *input;
3416 const char *semantic_name;
3417 DWORD semantic_idx;
3419 if (args->super.vp_mode == WINED3D_VP_MODE_SHADER)
3421 /* That one is easy. The vertex shaders provide v0-v7 in
3422 * fragment.texcoord and v8 and v9 in fragment.color. */
3423 for (i = 0; i < 8; ++i)
3425 priv->ps_input[i] = texcoords[i];
3427 priv->ps_input[8] = "fragment.color.primary";
3428 priv->ps_input[9] = "fragment.color.secondary";
3429 return;
3432 /* The fragment shader has to collect the varyings on its own. In any case
3433 * properly load color0 and color1. In the case of pre-transformed
3434 * vertices also load texture coordinates. Set other attributes to 0.0.
3436 * For fixed-function this behavior is correct, according to the tests.
3437 * For pre-transformed we'd either need a replacement shader that can load
3438 * other attributes like BINORMAL, or load the texture coordinate
3439 * attribute pointers to match the fragment shader signature. */
3440 for (i = 0; i < shader->input_signature.element_count; ++i)
3442 input = &shader->input_signature.elements[i];
3443 if (!(semantic_name = input->semantic_name))
3444 continue;
3445 semantic_idx = input->semantic_idx;
3447 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3449 if (!semantic_idx)
3450 priv->ps_input[input->register_idx] = "fragment.color.primary";
3451 else if (semantic_idx == 1)
3452 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3453 else
3454 priv->ps_input[input->register_idx] = "0.0";
3456 else if (args->super.vp_mode == WINED3D_VP_MODE_FF)
3458 priv->ps_input[input->register_idx] = "0.0";
3460 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3462 if (semantic_idx < 8)
3463 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3464 else
3465 priv->ps_input[input->register_idx] = "0.0";
3467 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3469 if (!semantic_idx)
3470 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3471 else
3472 priv->ps_input[input->register_idx] = "0.0";
3474 else
3476 priv->ps_input[input->register_idx] = "0.0";
3479 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3480 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3484 static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
3485 const char *fragcolor, const char *tmp)
3487 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3488 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3489 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3492 /* Context activation is done by the caller. */
3493 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3494 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3495 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3497 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3498 GLuint retval;
3499 char fragcolor[16];
3500 DWORD next_local = 0;
3501 struct shader_arb_ctx_priv priv_ctx;
3502 BOOL dcl_td = FALSE;
3503 BOOL want_nv_prog = FALSE;
3504 struct arb_pshader_private *shader_priv = shader->backend_data;
3505 DWORD map;
3506 BOOL custom_linear_fog = FALSE;
3508 char srgbtmp[4][4];
3509 char ftoa_tmp[17];
3510 unsigned int i, found = 0;
3512 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3514 if (!(map & 1)
3515 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3516 || (reg_maps->shader_version.major < 2 && !i))
3517 continue;
3519 sprintf(srgbtmp[found], "R%u", i);
3520 ++found;
3521 if (found == 4) break;
3524 switch(found) {
3525 case 0:
3526 sprintf(srgbtmp[0], "TA");
3527 sprintf(srgbtmp[1], "TB");
3528 sprintf(srgbtmp[2], "TC");
3529 sprintf(srgbtmp[3], "TD");
3530 dcl_td = TRUE;
3531 break;
3532 case 1:
3533 sprintf(srgbtmp[1], "TA");
3534 sprintf(srgbtmp[2], "TB");
3535 sprintf(srgbtmp[3], "TC");
3536 break;
3537 case 2:
3538 sprintf(srgbtmp[2], "TA");
3539 sprintf(srgbtmp[3], "TB");
3540 break;
3541 case 3:
3542 sprintf(srgbtmp[3], "TA");
3543 break;
3544 case 4:
3545 break;
3548 /* Create the hw ARB shader */
3549 memset(&priv_ctx, 0, sizeof(priv_ctx));
3550 priv_ctx.cur_ps_args = args;
3551 priv_ctx.compiled_fprog = compiled;
3552 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3553 init_ps_input(shader, args, &priv_ctx);
3554 list_init(&priv_ctx.control_frames);
3555 priv_ctx.ps_post_process = args->super.srgb_correction;
3557 /* Avoid enabling NV_fragment_program* if we do not need it.
3559 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3560 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3561 * is faster than what we gain from using higher native instructions. There are some things though
3562 * that cannot be emulated. In that case enable the extensions.
3563 * If the extension is enabled, instruction handlers that support both ways will use it.
3565 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3566 * So enable the best we can get.
3568 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3569 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3571 want_nv_prog = TRUE;
3574 shader_addline(buffer, "!!ARBfp1.0\n");
3575 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3577 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3578 priv_ctx.target_version = NV3;
3580 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3582 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3583 priv_ctx.target_version = NV2;
3584 } else {
3585 if(want_nv_prog)
3587 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3588 * limits properly
3590 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3591 ERR("Try GLSL\n");
3593 priv_ctx.target_version = ARB;
3596 if (reg_maps->rt_mask > 1)
3598 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3601 if (reg_maps->shader_version.major < 3)
3603 switch (args->super.fog)
3605 case WINED3D_FFP_PS_FOG_OFF:
3606 break;
3607 case WINED3D_FFP_PS_FOG_LINEAR:
3608 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3610 custom_linear_fog = TRUE;
3611 priv_ctx.ps_post_process = TRUE;
3612 break;
3614 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3615 break;
3616 case WINED3D_FFP_PS_FOG_EXP:
3617 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3618 break;
3619 case WINED3D_FFP_PS_FOG_EXP2:
3620 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3621 break;
3625 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3626 * unused temps away(but occupies them for the whole shader if they're used once). Always
3627 * declaring them avoids tricky bookkeeping work
3629 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3630 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3631 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3632 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3633 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3634 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3635 wined3d_ftoa(eps, ftoa_tmp);
3636 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3638 if (reg_maps->shader_version.major < 2)
3640 strcpy(fragcolor, "R0");
3642 else
3644 if (priv_ctx.ps_post_process)
3646 if (shader->u.ps.color0_mov)
3648 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3650 else
3652 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3653 strcpy(fragcolor, "TMP_COLOR");
3655 } else {
3656 strcpy(fragcolor, "result.color");
3660 if (args->super.srgb_correction)
3662 shader_addline(buffer, "PARAM srgb_consts0 = ");
3663 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
3664 shader_addline(buffer, ";\n");
3665 shader_addline(buffer, "PARAM srgb_consts1 = ");
3666 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
3667 shader_addline(buffer, ";\n");
3670 /* Base Declarations */
3671 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3673 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3675 unsigned char bump_const;
3677 if (!(map & 1)) continue;
3679 bump_const = compiled->numbumpenvmatconsts;
3680 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3681 compiled->bumpenvmatconst[bump_const].texunit = i;
3682 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3683 compiled->luminanceconst[bump_const].texunit = i;
3685 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3686 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3687 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3688 * textures due to conditional NP2 restrictions)
3690 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3691 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3692 * their location is shader dependent anyway and they cannot be loaded globally.
3694 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3695 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3696 i, compiled->bumpenvmatconst[bump_const].const_num);
3697 compiled->numbumpenvmatconsts = bump_const + 1;
3699 if (!(reg_maps->luminanceparams & (1u << i)))
3700 continue;
3702 compiled->luminanceconst[bump_const].const_num = next_local++;
3703 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3704 i, compiled->luminanceconst[bump_const].const_num);
3707 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
3709 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3710 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
3712 const DWORD *control_values = find_loop_control_values(shader, i);
3714 if(control_values)
3716 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3717 control_values[0], control_values[1], control_values[2]);
3719 else
3721 compiled->int_consts[i] = next_local;
3722 compiled->num_int_consts++;
3723 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3728 if(reg_maps->vpos || reg_maps->usesdsy)
3730 compiled->ycorrection = next_local;
3731 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3733 if(reg_maps->vpos)
3735 shader_addline(buffer, "TEMP vpos;\n");
3736 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3737 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3738 * ycorrection.z: 1.0
3739 * ycorrection.w: 0.0
3741 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3742 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3745 else
3747 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3750 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3751 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3752 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3753 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3754 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3755 * shader compilation errors and the subsequent errors when drawing with this shader. */
3756 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3757 unsigned char cur_fixup_sampler = 0;
3759 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3760 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3761 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3763 fixup->offset = next_local;
3764 fixup->super.active = 0;
3766 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3768 if (!(map & (1u << i)))
3769 continue;
3771 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts)
3773 fixup->super.active |= (1u << i);
3774 fixup->super.idx[i] = cur_fixup_sampler++;
3776 else
3778 FIXME("No free constant found to load NP2 fixup data into shader. "
3779 "Sampling from this texture will probably look wrong.\n");
3780 break;
3784 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3785 if (fixup->super.num_consts) {
3786 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3787 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3791 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3793 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3796 /* Base Shader Body */
3797 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
3798 return 0;
3800 if(args->super.srgb_correction) {
3801 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3802 priv_ctx.target_version >= NV2);
3805 if (custom_linear_fog)
3806 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3808 if(strcmp(fragcolor, "result.color")) {
3809 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3811 shader_addline(buffer, "END\n");
3813 /* TODO: change to resource.glObjectHandle or something like that */
3814 GL_EXTCALL(glGenProgramsARB(1, &retval));
3816 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3817 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3819 TRACE("Created hw pixel shader, prg=%d\n", retval);
3820 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3821 return 0;
3823 return retval;
3826 static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3828 unsigned int i;
3829 int ret;
3831 if (sig1->element_count != sig2->element_count)
3832 return sig1->element_count < sig2->element_count ? -1 : 1;
3834 for (i = 0; i < sig1->element_count; ++i)
3836 const struct wined3d_shader_signature_element *e1, *e2;
3838 e1 = &sig1->elements[i];
3839 e2 = &sig2->elements[i];
3841 if (!e1->semantic_name || !e2->semantic_name)
3843 /* Compare pointers, not contents. One string is NULL (element
3844 * does not exist), the other one is not NULL. */
3845 if (e1->semantic_name != e2->semantic_name)
3846 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3847 continue;
3850 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3851 return ret;
3852 if (e1->semantic_idx != e2->semantic_idx)
3853 return e1->semantic_idx < e2->semantic_idx ? -1 : 1;
3854 if (e1->sysval_semantic != e2->sysval_semantic)
3855 return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1;
3856 if (e1->component_type != e2->component_type)
3857 return e1->component_type < e2->component_type ? -1 : 1;
3858 if (e1->register_idx != e2->register_idx)
3859 return e1->register_idx < e2->register_idx ? -1 : 1;
3860 if (e1->mask != e2->mask)
3861 return e1->mask < e2->mask ? -1 : 1;
3863 return 0;
3866 static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
3868 unsigned int i;
3869 char *name;
3871 new->element_count = sig->element_count;
3872 new->elements = heap_calloc(new->element_count, sizeof(*new->elements));
3873 for (i = 0; i < sig->element_count; ++i)
3875 new->elements[i] = sig->elements[i];
3877 if (!new->elements[i].semantic_name)
3878 continue;
3880 /* Clone the semantic string */
3881 name = heap_alloc(strlen(sig->elements[i].semantic_name) + 1);
3882 strcpy(name, sig->elements[i].semantic_name);
3883 new->elements[i].semantic_name = name;
3887 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
3889 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3890 struct ps_signature *found_sig;
3892 if (entry)
3894 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3895 TRACE("Found existing signature %u\n", found_sig->idx);
3896 return found_sig->idx;
3898 found_sig = heap_alloc_zero(sizeof(*found_sig));
3899 clone_sig(&found_sig->sig, sig);
3900 found_sig->idx = priv->ps_sig_number++;
3901 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3902 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3904 ERR("Failed to insert program entry.\n");
3906 return found_sig->idx;
3909 static void init_output_registers(const struct wined3d_shader *shader,
3910 const struct wined3d_shader_signature *ps_input_sig,
3911 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3913 unsigned int i, j;
3914 static const char * const texcoords[8] =
3916 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3917 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3919 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3920 * and varying 9 to result.color.secondary
3922 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3924 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3925 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3926 "result.color.primary", "result.color.secondary"
3929 if (!ps_input_sig)
3931 TRACE("Pixel shader uses builtin varyings\n");
3932 /* Map builtins to builtins */
3933 for(i = 0; i < 8; i++)
3935 priv_ctx->texcrd_output[i] = texcoords[i];
3937 priv_ctx->color_output[0] = "result.color.primary";
3938 priv_ctx->color_output[1] = "result.color.secondary";
3939 priv_ctx->fog_output = "TMP_FOGCOORD";
3941 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3942 for (i = 0; i < shader->output_signature.element_count; ++i)
3944 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
3946 if (!output->semantic_name)
3947 continue;
3949 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
3951 TRACE("o%u is TMP_OUT\n", output->register_idx);
3952 if (!output->semantic_idx)
3953 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
3954 else
3955 priv_ctx->vs_output[output->register_idx] = "TA";
3957 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
3959 TRACE("o%u is result.pointsize\n", output->register_idx);
3960 if (!output->semantic_idx)
3961 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
3962 else
3963 priv_ctx->vs_output[output->register_idx] = "TA";
3965 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
3967 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
3968 if (!output->semantic_idx)
3969 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
3970 else if (output->semantic_idx == 1)
3971 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
3972 else priv_ctx->vs_output[output->register_idx] = "TA";
3974 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3976 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
3977 if (output->semantic_idx >= 8)
3978 priv_ctx->vs_output[output->register_idx] = "TA";
3979 else
3980 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
3982 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
3984 TRACE("o%u is result.fogcoord\n", output->register_idx);
3985 if (output->semantic_idx > 0)
3986 priv_ctx->vs_output[output->register_idx] = "TA";
3987 else
3988 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
3990 else
3992 priv_ctx->vs_output[output->register_idx] = "TA";
3995 return;
3998 TRACE("Pixel shader uses declared varyings\n");
4000 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4001 for(i = 0; i < 8; i++)
4003 priv_ctx->texcrd_output[i] = "TA";
4005 priv_ctx->color_output[0] = "TA";
4006 priv_ctx->color_output[1] = "TA";
4007 priv_ctx->fog_output = "TA";
4009 for (i = 0; i < ps_input_sig->element_count; ++i)
4011 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4013 if (!input->semantic_name)
4014 continue;
4016 /* If a declared input register is not written by builtin arguments, don't write to it.
4017 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4019 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4020 * to TMP_OUT in any case
4022 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4024 if (input->semantic_idx < 8)
4025 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4027 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4029 if (input->semantic_idx < 2)
4030 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4032 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4034 if (!input->semantic_idx)
4035 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4037 else
4039 continue;
4042 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4043 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4045 compiled->need_color_unclamp = TRUE;
4049 /* Map declared to declared */
4050 for (i = 0; i < shader->output_signature.element_count; ++i)
4052 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4054 /* Write unread output to TA to throw them away */
4055 priv_ctx->vs_output[output->register_idx] = "TA";
4057 if (!output->semantic_name)
4058 continue;
4060 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
4062 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4063 continue;
4065 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
4067 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4068 continue;
4071 for (j = 0; j < ps_input_sig->element_count; ++j)
4073 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4075 if (!input->semantic_name)
4076 continue;
4078 if (!strcmp(input->semantic_name, output->semantic_name)
4079 && input->semantic_idx == output->semantic_idx)
4081 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4083 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4084 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4086 compiled->need_color_unclamp = TRUE;
4093 /* Context activation is done by the caller. */
4094 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4095 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4096 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4097 const struct wined3d_shader_signature *ps_input_sig)
4099 const struct arb_vshader_private *shader_data = shader->backend_data;
4100 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4101 struct shader_arb_priv *priv = shader->device->shader_priv;
4102 GLuint ret;
4103 DWORD next_local = 0;
4104 struct shader_arb_ctx_priv priv_ctx;
4105 unsigned int i;
4107 memset(&priv_ctx, 0, sizeof(priv_ctx));
4108 priv_ctx.cur_vs_args = args;
4109 list_init(&priv_ctx.control_frames);
4110 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4112 /* Create the hw ARB shader */
4113 shader_addline(buffer, "!!ARBvp1.0\n");
4115 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4116 * mesurable performance penalty, and we can always make use of it for clipplanes.
4118 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4120 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4121 priv_ctx.target_version = NV3;
4122 shader_addline(buffer, "ADDRESS aL;\n");
4124 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4126 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4127 priv_ctx.target_version = NV2;
4128 shader_addline(buffer, "ADDRESS aL;\n");
4129 } else {
4130 priv_ctx.target_version = ARB;
4133 shader_addline(buffer, "TEMP TMP_OUT;\n");
4134 if (reg_maps->fog)
4135 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4136 if (need_helper_const(shader_data, reg_maps, gl_info))
4138 char ftoa_tmp[17];
4139 wined3d_ftoa(eps, ftoa_tmp);
4140 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4142 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4144 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4145 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4148 shader_addline(buffer, "TEMP TA;\n");
4149 shader_addline(buffer, "TEMP TB;\n");
4151 /* Base Declarations */
4152 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4153 &priv_ctx.vs_clipplanes, &priv_ctx);
4155 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4157 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4158 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
4160 const DWORD *control_values = find_loop_control_values(shader, i);
4162 if(control_values)
4164 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4165 control_values[0], control_values[1], control_values[2]);
4167 else
4169 compiled->int_consts[i] = next_local;
4170 compiled->num_int_consts++;
4171 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4176 /* We need a constant to fixup the final position */
4177 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4178 compiled->pos_fixup = next_local++;
4180 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4181 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4182 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4183 * a replacement shader depend on the texcoord.w being set properly.
4185 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4186 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4187 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4188 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4189 * this can eat a number of instructions, so skip it unless this cap is set as well
4191 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4193 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4194 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4196 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4198 int i;
4199 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4200 for(i = 0; i < MAX_REG_TEXCRD; i++)
4202 if (reg_maps->u.texcoord_mask[i] && reg_maps->u.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4203 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4208 /* The shader starts with the main function */
4209 priv_ctx.in_main_func = TRUE;
4210 /* Base Shader Body */
4211 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
4212 return -1;
4214 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4215 shader_data, args, reg_maps, gl_info, buffer);
4217 shader_addline(buffer, "END\n");
4219 /* TODO: change to resource.glObjectHandle or something like that */
4220 GL_EXTCALL(glGenProgramsARB(1, &ret));
4222 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4223 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4225 TRACE("Created hw vertex shader, prg=%d\n", ret);
4226 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4227 return -1;
4229 return ret;
4232 /* Context activation is done by the caller. */
4233 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_context *context,
4234 struct wined3d_shader *shader, const struct arb_ps_compile_args *args)
4236 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4237 const struct wined3d_gl_info *gl_info = context->gl_info;
4238 struct wined3d_device *device = shader->device;
4239 UINT i;
4240 DWORD new_size;
4241 struct arb_ps_compiled_shader *new_array;
4242 struct wined3d_string_buffer buffer;
4243 struct arb_pshader_private *shader_data;
4244 GLuint ret;
4246 if (!shader->backend_data)
4248 struct shader_arb_priv *priv = device->shader_priv;
4250 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4251 shader_data = shader->backend_data;
4252 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4254 if (shader->reg_maps.shader_version.major < 3)
4255 shader_data->input_signature_idx = ~0U;
4256 else
4257 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4259 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4261 if (!d3d_info->vs_clipping)
4262 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4263 d3d_info->limits.ffp_blend_stages - 1);
4264 else
4265 shader_data->clipplane_emulation = ~0U;
4267 shader_data = shader->backend_data;
4269 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4270 * so a linear search is more performant than a hashmap or a binary search
4271 * (cache coherency etc)
4273 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4275 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4276 return &shader_data->gl_shaders[i];
4279 TRACE("No matching GL shader found, compiling a new shader\n");
4280 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4281 if (shader_data->num_gl_shaders)
4283 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4284 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4285 new_size * sizeof(*shader_data->gl_shaders));
4287 else
4289 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4290 new_size = 1;
4293 if(!new_array) {
4294 ERR("Out of memory\n");
4295 return 0;
4297 shader_data->gl_shaders = new_array;
4298 shader_data->shader_array_size = new_size;
4301 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4303 pixelshader_update_resource_types(shader, args->super.tex_types);
4305 if (!string_buffer_init(&buffer))
4307 ERR("Failed to initialize shader buffer.\n");
4308 return 0;
4311 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4312 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4313 string_buffer_free(&buffer);
4314 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4316 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4319 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4320 const DWORD use_map, BOOL skip_int) {
4321 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4322 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4323 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4324 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4325 if(stored->ps_signature != new->ps_signature) return FALSE;
4326 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4327 if(skip_int) return TRUE;
4329 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4332 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4333 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4334 const struct wined3d_shader_signature *ps_input_sig)
4336 UINT i;
4337 DWORD new_size;
4338 struct arb_vs_compiled_shader *new_array;
4339 struct wined3d_string_buffer buffer;
4340 struct arb_vshader_private *shader_data;
4341 GLuint ret;
4343 if (!shader->backend_data)
4345 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4347 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4348 shader_data = shader->backend_data;
4350 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4351 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4353 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4355 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4356 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4357 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4359 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4360 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4361 else if (reg_maps->max_rel_offset > 63)
4362 shader_data->rel_offset = reg_maps->min_rel_offset;
4365 shader_data = shader->backend_data;
4367 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4368 * so a linear search is more performant than a hashmap or a binary search
4369 * (cache coherency etc)
4371 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4372 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4373 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4375 return &shader_data->gl_shaders[i];
4379 TRACE("No matching GL shader found, compiling a new shader\n");
4381 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4382 if (shader_data->num_gl_shaders)
4384 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4385 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4386 new_size * sizeof(*shader_data->gl_shaders));
4388 else
4390 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4391 new_size = 1;
4394 if(!new_array) {
4395 ERR("Out of memory\n");
4396 return 0;
4398 shader_data->gl_shaders = new_array;
4399 shader_data->shader_array_size = new_size;
4402 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4404 if (!string_buffer_init(&buffer))
4406 ERR("Failed to initialize shader buffer.\n");
4407 return 0;
4410 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4411 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4412 ps_input_sig);
4413 string_buffer_free(&buffer);
4414 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4416 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4419 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4420 const struct wined3d_context *context, const struct wined3d_shader *shader,
4421 struct arb_ps_compile_args *args)
4423 const struct wined3d_gl_info *gl_info = context->gl_info;
4424 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4425 int i;
4426 WORD int_skip;
4428 find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, context);
4430 /* This forces all local boolean constants to 1 to make them stateblock independent */
4431 args->bools = shader->reg_maps.local_bool_consts;
4433 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4435 if (state->ps_consts_b[i])
4436 args->bools |= ( 1u << i);
4439 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4440 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4441 * duplicate the shader than have a no-op KIL instruction in every shader
4443 if (!d3d_info->vs_clipping && use_vs(state)
4444 && state->render_states[WINED3D_RS_CLIPPING]
4445 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4446 args->clip = 1;
4447 else
4448 args->clip = 0;
4450 /* Skip if unused or local, or supported natively */
4451 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4452 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4454 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4455 return;
4458 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4460 if (int_skip & (1u << i))
4462 args->loop_ctrl[i][0] = 0;
4463 args->loop_ctrl[i][1] = 0;
4464 args->loop_ctrl[i][2] = 0;
4466 else
4468 args->loop_ctrl[i][0] = state->ps_consts_i[i].x;
4469 args->loop_ctrl[i][1] = state->ps_consts_i[i].y;
4470 args->loop_ctrl[i][2] = state->ps_consts_i[i].z;
4475 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4476 const struct wined3d_context *context, const struct wined3d_shader *shader,
4477 struct arb_vs_compile_args *args)
4479 const struct wined3d_device *device = shader->device;
4480 const struct wined3d_adapter *adapter = device->adapter;
4481 const struct wined3d_gl_info *gl_info = context->gl_info;
4482 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4483 int i;
4484 WORD int_skip;
4486 find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super, context);
4488 args->clip.boolclip_compare = 0;
4489 if (use_ps(state))
4491 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4492 const struct arb_pshader_private *shader_priv = ps->backend_data;
4493 args->ps_signature = shader_priv->input_signature_idx;
4495 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4497 else
4499 args->ps_signature = ~0;
4500 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4501 args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0;
4502 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4505 if (args->clip.boolclip.clip_texcoord)
4507 if (state->render_states[WINED3D_RS_CLIPPING])
4508 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4509 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4512 /* This forces all local boolean constants to 1 to make them stateblock independent */
4513 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4514 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4515 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4517 if (state->vs_consts_b[i])
4518 args->clip.boolclip.bools |= (1u << i);
4521 args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0];
4522 args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1];
4523 args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2];
4524 args->vertex.samplers[3] = 0;
4526 /* Skip if unused or local */
4527 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4528 /* This is about flow control, not clipping. */
4529 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4531 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4532 return;
4535 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4537 if (int_skip & (1u << i))
4539 args->loop_ctrl[i][0] = 0;
4540 args->loop_ctrl[i][1] = 0;
4541 args->loop_ctrl[i][2] = 0;
4543 else
4545 args->loop_ctrl[i][0] = state->vs_consts_i[i].x;
4546 args->loop_ctrl[i][1] = state->vs_consts_i[i].y;
4547 args->loop_ctrl[i][2] = state->vs_consts_i[i].z;
4552 /* Context activation is done by the caller. */
4553 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4554 const struct wined3d_state *state)
4556 struct shader_arb_priv *priv = shader_priv;
4557 const struct wined3d_gl_info *gl_info = context->gl_info;
4558 int i;
4560 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4561 if (use_ps(state))
4563 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4564 struct arb_ps_compile_args compile_args;
4565 struct arb_ps_compiled_shader *compiled;
4567 TRACE("Using pixel shader %p.\n", ps);
4568 find_arb_ps_compile_args(state, context, ps, &compile_args);
4569 compiled = find_arb_pshader(context, ps, &compile_args);
4570 priv->current_fprogram_id = compiled->prgId;
4571 priv->compiled_fprog = compiled;
4573 /* Bind the fragment program */
4574 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4575 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4577 if (!priv->use_arbfp_fixed_func)
4578 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4580 /* Enable OpenGL fragment programs. */
4581 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4582 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4584 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4586 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4587 * a 1.x and newer shader, reload the first 8 constants
4589 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4591 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4592 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4593 for(i = 0; i < 8; i++)
4595 priv->pshader_const_dirty[i] = 1;
4597 /* Also takes care of loading local constants */
4598 shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
4600 else
4602 UINT rt_height = state->fb->render_targets[0]->height;
4603 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4606 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4607 if (compiled->np2fixup_info.super.active)
4608 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4610 if (ps->load_local_constsF)
4611 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4613 else
4615 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4617 /* Disable only if we're not using arbfp fixed function fragment
4618 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4619 * enabled, and the fixed function pipeline will bind the fixed
4620 * function replacement shader. */
4621 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4622 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4623 priv->current_fprogram_id = 0;
4625 priv->fragment_pipe->enable_extension(gl_info, TRUE);
4628 if (use_vs(state))
4630 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4631 struct arb_vs_compile_args compile_args;
4632 struct arb_vs_compiled_shader *compiled;
4633 const struct wined3d_shader_signature *ps_input_sig;
4635 TRACE("Using vertex shader %p\n", vs);
4636 find_arb_vs_compile_args(state, context, vs, &compile_args);
4638 /* Instead of searching for the signature in the signature list, read the one from the
4639 * current pixel shader. It's maybe not the shader where the signature came from, but it
4640 * is the same signature and faster to find. */
4641 if (compile_args.ps_signature == ~0U)
4642 ps_input_sig = NULL;
4643 else
4644 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4646 compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map,
4647 &compile_args, ps_input_sig);
4648 priv->current_vprogram_id = compiled->prgId;
4649 priv->compiled_vprog = compiled;
4651 /* Bind the vertex program */
4652 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4653 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4655 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4657 /* Enable OpenGL vertex programs */
4658 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4659 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4660 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4661 shader_arb_vs_local_constants(compiled, context, state);
4663 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4664 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4666 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4668 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4669 checkGLcall("glClampColorARB");
4670 } else {
4671 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4675 if (vs->load_local_constsF)
4676 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4678 else
4680 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4682 priv->current_vprogram_id = 0;
4683 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4684 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4686 priv->vertex_pipe->vp_enable(gl_info, TRUE);
4690 static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context,
4691 const struct wined3d_state *state)
4693 ERR("Compute pipeline not supported by the ARB shader backend.\n");
4696 /* Context activation is done by the caller. */
4697 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4699 const struct wined3d_gl_info *gl_info = context->gl_info;
4700 struct shader_arb_priv *priv = shader_priv;
4702 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4704 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4705 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4706 priv->current_fprogram_id = 0;
4708 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4710 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4712 priv->current_vprogram_id = 0;
4713 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4714 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4716 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4718 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4720 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4721 checkGLcall("glClampColorARB");
4722 priv->last_vs_color_unclamp = FALSE;
4725 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
4726 | (1u << WINED3D_SHADER_TYPE_VERTEX)
4727 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
4728 | (1u << WINED3D_SHADER_TYPE_HULL)
4729 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
4730 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
4733 static void shader_arb_destroy(struct wined3d_shader *shader)
4735 struct wined3d_device *device = shader->device;
4736 const struct wined3d_gl_info *gl_info;
4737 struct wined3d_context *context;
4738 unsigned int i;
4740 /* This can happen if a shader was never compiled */
4741 if (!shader->backend_data)
4742 return;
4744 context = context_acquire(device, NULL, 0);
4745 gl_info = context->gl_info;
4747 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4749 struct arb_pshader_private *shader_data = shader->backend_data;
4751 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4752 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4754 heap_free(shader_data->gl_shaders);
4756 else
4758 struct arb_vshader_private *shader_data = shader->backend_data;
4760 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4761 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4763 heap_free(shader_data->gl_shaders);
4766 checkGLcall("delete programs");
4768 context_release(context);
4770 heap_free(shader->backend_data);
4771 shader->backend_data = NULL;
4774 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4776 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4777 return compare_sig(key, &e->sig);
4780 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4781 const struct fragment_pipeline *fragment_pipe)
4783 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4784 struct fragment_caps fragment_caps;
4785 void *vertex_priv, *fragment_priv;
4786 struct shader_arb_priv *priv;
4788 if (!(priv = heap_alloc_zero(sizeof(*priv))))
4789 return E_OUTOFMEMORY;
4791 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4793 ERR("Failed to initialize vertex pipe.\n");
4794 heap_free(priv);
4795 return E_FAIL;
4798 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4800 ERR("Failed to initialize fragment pipe.\n");
4801 vertex_pipe->vp_free(device);
4802 heap_free(priv);
4803 return E_FAIL;
4806 memset(priv->vshader_const_dirty, 1,
4807 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4808 memset(priv->pshader_const_dirty, 1,
4809 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4811 wine_rb_init(&priv->signature_tree, sig_tree_compare);
4813 priv->vertex_pipe = vertex_pipe;
4814 priv->fragment_pipe = fragment_pipe;
4815 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4816 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4818 device->vertex_priv = vertex_priv;
4819 device->fragment_priv = fragment_priv;
4820 device->shader_priv = priv;
4822 return WINED3D_OK;
4825 static void release_signature(struct wine_rb_entry *entry, void *context)
4827 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4828 unsigned int i;
4830 for (i = 0; i < sig->sig.element_count; ++i)
4832 heap_free((char *)sig->sig.elements[i].semantic_name);
4834 heap_free(sig->sig.elements);
4835 heap_free(sig);
4838 /* Context activation is done by the caller. */
4839 static void shader_arb_free(struct wined3d_device *device)
4841 struct shader_arb_priv *priv = device->shader_priv;
4843 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4844 priv->fragment_pipe->free_private(device);
4845 priv->vertex_pipe->vp_free(device);
4846 heap_free(device->shader_priv);
4849 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
4851 return TRUE;
4854 static void shader_arb_free_context_data(struct wined3d_context *context)
4856 struct shader_arb_priv *priv;
4858 priv = context->device->shader_priv;
4859 if (priv->last_context == context)
4860 priv->last_context = NULL;
4863 static void shader_arb_init_context_state(struct wined3d_context *context) {}
4865 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4867 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4869 DWORD vs_consts;
4870 UINT vs_version;
4872 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4873 * for vertex programs. If the native limit is less than that it's
4874 * not very useful, and e.g. Mesa swrast returns 0, probably to
4875 * indicate it's a software implementation. */
4876 if (gl_info->limits.arb_vs_native_constants < 96)
4877 vs_consts = gl_info->limits.arb_vs_float_constants;
4878 else
4879 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4881 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4883 vs_version = 3;
4884 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4886 else if (vs_consts >= 256)
4888 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4889 vs_version = 2;
4890 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4892 else
4894 vs_version = 1;
4895 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4897 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
4898 caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, vs_consts);
4900 else
4902 caps->vs_version = 0;
4903 caps->vs_uniform_count = 0;
4906 caps->hs_version = 0;
4907 caps->ds_version = 0;
4908 caps->gs_version = 0;
4909 caps->cs_version = 0;
4911 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4913 DWORD ps_consts;
4914 UINT ps_version;
4916 /* Similar as above for vertex programs, but the minimum for fragment
4917 * programs is 24. */
4918 if (gl_info->limits.arb_ps_native_constants < 24)
4919 ps_consts = gl_info->limits.arb_ps_float_constants;
4920 else
4921 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4923 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4925 ps_version = 3;
4926 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4928 else if (ps_consts >= 32)
4930 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4931 ps_version = 2;
4932 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4934 else
4936 ps_version = 1;
4937 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4939 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
4940 caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, ps_consts);
4941 caps->ps_1x_max_value = 8.0f;
4943 else
4945 caps->ps_version = 0;
4946 caps->ps_uniform_count = 0;
4947 caps->ps_1x_max_value = 0.0f;
4950 caps->varying_count = 0;
4951 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
4952 if (use_nv_clip(gl_info))
4953 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
4956 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4958 /* We support everything except complex conversions. */
4959 return !is_complex_fixup(fixup);
4962 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4963 DWORD shift;
4964 char write_mask[20], regstr[50];
4965 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4966 BOOL is_color = FALSE;
4967 const struct wined3d_shader_dst_param *dst;
4969 if (!ins->dst_count) return;
4971 dst = &ins->dst[0];
4972 shift = dst->shift;
4973 if (!shift) return; /* Saturate alone is handled by the instructions */
4975 shader_arb_get_write_mask(ins, dst, write_mask);
4976 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4978 /* Generate a line that does the output modifier computation
4979 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4980 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4982 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4983 regstr, write_mask, regstr, shift_tab[shift]);
4986 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4988 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4989 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4990 /* WINED3DSIH_AND */ NULL,
4991 /* WINED3DSIH_ATOMIC_AND */ NULL,
4992 /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL,
4993 /* WINED3DSIH_ATOMIC_IADD */ NULL,
4994 /* WINED3DSIH_ATOMIC_IMAX */ NULL,
4995 /* WINED3DSIH_ATOMIC_IMIN */ NULL,
4996 /* WINED3DSIH_ATOMIC_OR */ NULL,
4997 /* WINED3DSIH_ATOMIC_UMAX */ NULL,
4998 /* WINED3DSIH_ATOMIC_UMIN */ NULL,
4999 /* WINED3DSIH_ATOMIC_XOR */ NULL,
5000 /* WINED3DSIH_BEM */ pshader_hw_bem,
5001 /* WINED3DSIH_BFI */ NULL,
5002 /* WINED3DSIH_BFREV */ NULL,
5003 /* WINED3DSIH_BREAK */ shader_hw_break,
5004 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5005 /* WINED3DSIH_BREAKP */ NULL,
5006 /* WINED3DSIH_BUFINFO */ NULL,
5007 /* WINED3DSIH_CALL */ shader_hw_call,
5008 /* WINED3DSIH_CALLNZ */ NULL,
5009 /* WINED3DSIH_CASE */ NULL,
5010 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5011 /* WINED3DSIH_CND */ pshader_hw_cnd,
5012 /* WINED3DSIH_CONTINUE */ NULL,
5013 /* WINED3DSIH_CONTINUEP */ NULL,
5014 /* WINED3DSIH_COUNTBITS */ NULL,
5015 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5016 /* WINED3DSIH_CUT */ NULL,
5017 /* WINED3DSIH_CUT_STREAM */ NULL,
5018 /* WINED3DSIH_DCL */ shader_hw_nop,
5019 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5020 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL,
5021 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
5022 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL,
5023 /* WINED3DSIH_DCL_GS_INSTANCES */ NULL,
5024 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
5025 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL,
5026 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
5027 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
5028 /* WINED3DSIH_DCL_INDEX_RANGE */ NULL,
5029 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ NULL,
5030 /* WINED3DSIH_DCL_INPUT */ NULL,
5031 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
5032 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5033 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
5034 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
5035 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
5036 /* WINED3DSIH_DCL_INPUT_SGV */ NULL,
5037 /* WINED3DSIH_DCL_INPUT_SIV */ NULL,
5038 /* WINED3DSIH_DCL_INTERFACE */ NULL,
5039 /* WINED3DSIH_DCL_OUTPUT */ NULL,
5040 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
5041 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
5042 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5043 /* WINED3DSIH_DCL_RESOURCE_RAW */ NULL,
5044 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
5045 /* WINED3DSIH_DCL_SAMPLER */ NULL,
5046 /* WINED3DSIH_DCL_STREAM */ NULL,
5047 /* WINED3DSIH_DCL_TEMPS */ NULL,
5048 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
5049 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
5050 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
5051 /* WINED3DSIH_DCL_TGSM_RAW */ NULL,
5052 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
5053 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
5054 /* WINED3DSIH_DCL_UAV_RAW */ NULL,
5055 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL,
5056 /* WINED3DSIH_DCL_UAV_TYPED */ NULL,
5057 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5058 /* WINED3DSIH_DEF */ shader_hw_nop,
5059 /* WINED3DSIH_DEFAULT */ NULL,
5060 /* WINED3DSIH_DEFB */ shader_hw_nop,
5061 /* WINED3DSIH_DEFI */ shader_hw_nop,
5062 /* WINED3DSIH_DIV */ NULL,
5063 /* WINED3DSIH_DP2 */ NULL,
5064 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5065 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5066 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5067 /* WINED3DSIH_DST */ shader_hw_map2gl,
5068 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5069 /* WINED3DSIH_DSX_COARSE */ NULL,
5070 /* WINED3DSIH_DSX_FINE */ NULL,
5071 /* WINED3DSIH_DSY */ shader_hw_dsy,
5072 /* WINED3DSIH_DSY_COARSE */ NULL,
5073 /* WINED3DSIH_DSY_FINE */ NULL,
5074 /* WINED3DSIH_ELSE */ shader_hw_else,
5075 /* WINED3DSIH_EMIT */ NULL,
5076 /* WINED3DSIH_EMIT_STREAM */ NULL,
5077 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5078 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5079 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5080 /* WINED3DSIH_ENDSWITCH */ NULL,
5081 /* WINED3DSIH_EQ */ NULL,
5082 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL,
5083 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5084 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5085 /* WINED3DSIH_F16TOF32 */ NULL,
5086 /* WINED3DSIH_F32TOF16 */ NULL,
5087 /* WINED3DSIH_FCALL */ NULL,
5088 /* WINED3DSIH_FIRSTBIT_HI */ NULL,
5089 /* WINED3DSIH_FIRSTBIT_LO */ NULL,
5090 /* WINED3DSIH_FIRSTBIT_SHI */ NULL,
5091 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5092 /* WINED3DSIH_FTOI */ NULL,
5093 /* WINED3DSIH_FTOU */ NULL,
5094 /* WINED3DSIH_GATHER4 */ NULL,
5095 /* WINED3DSIH_GATHER4_C */ NULL,
5096 /* WINED3DSIH_GATHER4_PO */ NULL,
5097 /* WINED3DSIH_GATHER4_PO_C */ NULL,
5098 /* WINED3DSIH_GE */ NULL,
5099 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
5100 /* WINED3DSIH_HS_DECLS */ NULL,
5101 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
5102 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
5103 /* WINED3DSIH_IADD */ NULL,
5104 /* WINED3DSIH_IBFE */ NULL,
5105 /* WINED3DSIH_IEQ */ NULL,
5106 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5107 /* WINED3DSIH_IFC */ shader_hw_ifc,
5108 /* WINED3DSIH_IGE */ NULL,
5109 /* WINED3DSIH_ILT */ NULL,
5110 /* WINED3DSIH_IMAD */ NULL,
5111 /* WINED3DSIH_IMAX */ NULL,
5112 /* WINED3DSIH_IMIN */ NULL,
5113 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL,
5114 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL,
5115 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL,
5116 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL,
5117 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL,
5118 /* WINED3DSIH_IMM_ATOMIC_IADD */ NULL,
5119 /* WINED3DSIH_IMM_ATOMIC_IMAX */ NULL,
5120 /* WINED3DSIH_IMM_ATOMIC_IMIN */ NULL,
5121 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL,
5122 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL,
5123 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL,
5124 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL,
5125 /* WINED3DSIH_IMUL */ NULL,
5126 /* WINED3DSIH_INE */ NULL,
5127 /* WINED3DSIH_INEG */ NULL,
5128 /* WINED3DSIH_ISHL */ NULL,
5129 /* WINED3DSIH_ISHR */ NULL,
5130 /* WINED3DSIH_ITOF */ NULL,
5131 /* WINED3DSIH_LABEL */ shader_hw_label,
5132 /* WINED3DSIH_LD */ NULL,
5133 /* WINED3DSIH_LD2DMS */ NULL,
5134 /* WINED3DSIH_LD_RAW */ NULL,
5135 /* WINED3DSIH_LD_STRUCTURED */ NULL,
5136 /* WINED3DSIH_LD_UAV_TYPED */ NULL,
5137 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5138 /* WINED3DSIH_LOD */ NULL,
5139 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5140 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5141 /* WINED3DSIH_LOOP */ shader_hw_loop,
5142 /* WINED3DSIH_LRP */ shader_hw_lrp,
5143 /* WINED3DSIH_LT */ NULL,
5144 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5145 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5146 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5147 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5148 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5149 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5150 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5151 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5152 /* WINED3DSIH_MOV */ shader_hw_mov,
5153 /* WINED3DSIH_MOVA */ shader_hw_mov,
5154 /* WINED3DSIH_MOVC */ NULL,
5155 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5156 /* WINED3DSIH_NE */ NULL,
5157 /* WINED3DSIH_NOP */ shader_hw_nop,
5158 /* WINED3DSIH_NOT */ NULL,
5159 /* WINED3DSIH_NRM */ shader_hw_nrm,
5160 /* WINED3DSIH_OR */ NULL,
5161 /* WINED3DSIH_PHASE */ shader_hw_nop,
5162 /* WINED3DSIH_POW */ shader_hw_pow,
5163 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5164 /* WINED3DSIH_REP */ shader_hw_rep,
5165 /* WINED3DSIH_RESINFO */ NULL,
5166 /* WINED3DSIH_RET */ shader_hw_ret,
5167 /* WINED3DSIH_RETP */ NULL,
5168 /* WINED3DSIH_ROUND_NE */ NULL,
5169 /* WINED3DSIH_ROUND_NI */ NULL,
5170 /* WINED3DSIH_ROUND_PI */ NULL,
5171 /* WINED3DSIH_ROUND_Z */ NULL,
5172 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5173 /* WINED3DSIH_SAMPLE */ NULL,
5174 /* WINED3DSIH_SAMPLE_B */ NULL,
5175 /* WINED3DSIH_SAMPLE_C */ NULL,
5176 /* WINED3DSIH_SAMPLE_C_LZ */ NULL,
5177 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5178 /* WINED3DSIH_SAMPLE_INFO */ NULL,
5179 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5180 /* WINED3DSIH_SAMPLE_POS */ NULL,
5181 /* WINED3DSIH_SETP */ NULL,
5182 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5183 /* WINED3DSIH_SGN */ shader_hw_sgn,
5184 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5185 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5186 /* WINED3DSIH_SQRT */ NULL,
5187 /* WINED3DSIH_STORE_RAW */ NULL,
5188 /* WINED3DSIH_STORE_STRUCTURED */ NULL,
5189 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
5190 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5191 /* WINED3DSIH_SWAPC */ NULL,
5192 /* WINED3DSIH_SWITCH */ NULL,
5193 /* WINED3DSIH_SYNC */ NULL,
5194 /* WINED3DSIH_TEX */ pshader_hw_tex,
5195 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5196 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5197 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5198 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5199 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5200 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5201 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5202 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5203 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5204 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5205 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5206 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5207 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5208 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5209 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5210 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5211 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5212 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5213 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5214 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5215 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5216 /* WINED3DSIH_UBFE */ NULL,
5217 /* WINED3DSIH_UDIV */ NULL,
5218 /* WINED3DSIH_UGE */ NULL,
5219 /* WINED3DSIH_ULT */ NULL,
5220 /* WINED3DSIH_UMAX */ NULL,
5221 /* WINED3DSIH_UMIN */ NULL,
5222 /* WINED3DSIH_UMUL */ NULL,
5223 /* WINED3DSIH_USHR */ NULL,
5224 /* WINED3DSIH_UTOF */ NULL,
5225 /* WINED3DSIH_XOR */ NULL,
5228 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5229 const struct wined3d_shader *shader, DWORD idx)
5231 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5232 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5233 const struct wined3d_shader_lconst *constant;
5234 WORD bools = 0;
5235 WORD flag = (1u << idx);
5236 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5238 if (reg_maps->local_bool_consts & flag)
5240 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5241 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5243 if (constant->idx == idx)
5245 return constant->value[0];
5248 ERR("Local constant not found\n");
5249 return FALSE;
5251 else
5253 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5254 else bools = priv->cur_ps_args->bools;
5255 return bools & flag;
5259 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5260 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5262 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5263 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5265 /* Integer constants can either be a local constant, or they can be stored in the shader
5266 * type specific compile args. */
5267 if (reg_maps->local_int_consts & (1u << idx))
5269 const struct wined3d_shader_lconst *constant;
5271 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5273 if (constant->idx == idx)
5275 loop_control->count = constant->value[0];
5276 loop_control->start = constant->value[1];
5277 /* Step is signed. */
5278 loop_control->step = (int)constant->value[2];
5279 return;
5282 /* If this happens the flag was set incorrectly */
5283 ERR("Local constant not found\n");
5284 loop_control->count = 0;
5285 loop_control->start = 0;
5286 loop_control->step = 0;
5287 return;
5290 switch (reg_maps->shader_version.type)
5292 case WINED3D_SHADER_TYPE_VERTEX:
5293 /* Count and aL start value are unsigned */
5294 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5295 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5296 /* Step is signed. */
5297 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5298 break;
5300 case WINED3D_SHADER_TYPE_PIXEL:
5301 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5302 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5303 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5304 break;
5306 default:
5307 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5308 break;
5312 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5314 struct wined3d_shader_src_param *src_param = NULL, *rel_addr;
5315 struct wined3d_shader_dst_param *dst_param;
5316 struct recorded_instruction *rec;
5317 unsigned int i;
5319 if (!(rec = heap_alloc_zero(sizeof(*rec))))
5321 ERR("Out of memory\n");
5322 return;
5325 rec->ins = *ins;
5326 if (!(dst_param = heap_alloc(sizeof(*dst_param))))
5327 goto free;
5328 *dst_param = *ins->dst;
5329 if (ins->dst->reg.idx[0].rel_addr)
5331 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5332 goto free;
5333 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5334 dst_param->reg.idx[0].rel_addr = rel_addr;
5336 rec->ins.dst = dst_param;
5338 if (!(src_param = heap_calloc(ins->src_count, sizeof(*src_param))))
5339 goto free;
5340 for (i = 0; i < ins->src_count; ++i)
5342 src_param[i] = ins->src[i];
5343 if (ins->src[i].reg.idx[0].rel_addr)
5345 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5346 goto free;
5347 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5348 src_param[i].reg.idx[0].rel_addr = rel_addr;
5351 rec->ins.src = src_param;
5352 list_add_tail(list, &rec->entry);
5353 return;
5355 free:
5356 ERR("Out of memory\n");
5357 if (dst_param)
5359 heap_free((void *)dst_param->reg.idx[0].rel_addr);
5360 heap_free(dst_param);
5362 if (src_param)
5364 for (i = 0; i < ins->src_count; ++i)
5366 heap_free((void *)src_param[i].reg.idx[0].rel_addr);
5368 heap_free(src_param);
5370 heap_free(rec);
5373 static void free_recorded_instruction(struct list *list)
5375 struct recorded_instruction *rec_ins, *entry2;
5376 unsigned int i;
5378 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5380 list_remove(&rec_ins->entry);
5381 if (rec_ins->ins.dst)
5383 heap_free((void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5384 heap_free((void *)rec_ins->ins.dst);
5386 if (rec_ins->ins.src)
5388 for (i = 0; i < rec_ins->ins.src_count; ++i)
5390 heap_free((void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5392 heap_free((void *)rec_ins->ins.src);
5394 heap_free(rec_ins);
5398 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5400 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5401 struct control_frame *control_frame;
5403 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5405 struct list *e = list_head(&priv->control_frames);
5406 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5407 list_remove(&control_frame->entry);
5408 heap_free(control_frame);
5409 priv->loop_depth--;
5411 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5413 /* Non-ifc ENDIFs were already handled previously. */
5414 struct list *e = list_head(&priv->control_frames);
5415 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5416 list_remove(&control_frame->entry);
5417 heap_free(control_frame);
5421 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5422 SHADER_HANDLER hw_fct;
5423 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5424 const struct wined3d_shader *shader = ins->ctx->shader;
5425 struct control_frame *control_frame;
5426 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5427 BOOL bool_const;
5429 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5431 control_frame = heap_alloc_zero(sizeof(*control_frame));
5432 list_add_head(&priv->control_frames, &control_frame->entry);
5434 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5435 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5437 if(priv->target_version >= NV2)
5439 control_frame->no.loop = priv->num_loops++;
5440 priv->loop_depth++;
5442 else
5444 /* Don't bother recording when we're in a not used if branch */
5445 if(priv->muted)
5447 return;
5450 if(!priv->recording)
5452 list_init(&priv->record);
5453 priv->recording = TRUE;
5454 control_frame->outer_loop = TRUE;
5455 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5456 return; /* Instruction is handled */
5458 /* Record this loop in the outer loop's recording */
5461 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5463 if(priv->target_version >= NV2)
5465 /* Nothing to do. The control frame is popped after the HW instr handler */
5467 else
5469 struct list *e = list_head(&priv->control_frames);
5470 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5471 list_remove(&control_frame->entry);
5473 if(control_frame->outer_loop)
5475 unsigned int iteration;
5476 int aL = 0;
5477 struct list copy;
5479 /* Turn off recording before playback */
5480 priv->recording = FALSE;
5482 /* Move the recorded instructions to a separate list and get them out of the private data
5483 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5484 * be recorded again, thus priv->record might be overwritten
5486 list_init(&copy);
5487 list_move_tail(&copy, &priv->record);
5488 list_init(&priv->record);
5490 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5492 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5493 control_frame->loop_control.count, control_frame->loop_control.start,
5494 control_frame->loop_control.step);
5495 aL = control_frame->loop_control.start;
5497 else
5499 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5502 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5504 struct recorded_instruction *rec_ins;
5505 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5507 priv->aL = aL;
5508 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5510 else
5512 shader_addline(buffer, "#Iteration %u\n", iteration);
5515 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5517 shader_arb_handle_instruction(&rec_ins->ins);
5520 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5522 aL += control_frame->loop_control.step;
5525 shader_addline(buffer, "#end loop/rep\n");
5527 free_recorded_instruction(&copy);
5528 heap_free(control_frame);
5529 return; /* Instruction is handled */
5531 else
5533 /* This is a nested loop. Proceed to the normal recording function */
5534 heap_free(control_frame);
5539 if(priv->recording)
5541 record_instruction(&priv->record, ins);
5542 return;
5545 /* boolean if */
5546 if(ins->handler_idx == WINED3DSIH_IF)
5548 control_frame = heap_alloc_zero(sizeof(*control_frame));
5549 list_add_head(&priv->control_frames, &control_frame->entry);
5550 control_frame->type = IF;
5552 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5553 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5554 bool_const = !bool_const;
5555 if (!priv->muted && !bool_const)
5557 shader_addline(buffer, "#if(FALSE){\n");
5558 priv->muted = TRUE;
5559 control_frame->muting = TRUE;
5561 else shader_addline(buffer, "#if(TRUE) {\n");
5563 return; /* Instruction is handled */
5565 else if(ins->handler_idx == WINED3DSIH_IFC)
5567 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5568 control_frame = heap_alloc_zero(sizeof(*control_frame));
5569 control_frame->type = IFC;
5570 control_frame->no.ifc = priv->num_ifcs++;
5571 list_add_head(&priv->control_frames, &control_frame->entry);
5573 else if(ins->handler_idx == WINED3DSIH_ELSE)
5575 struct list *e = list_head(&priv->control_frames);
5576 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5578 if(control_frame->type == IF)
5580 shader_addline(buffer, "#} else {\n");
5581 if(!priv->muted && !control_frame->muting)
5583 priv->muted = TRUE;
5584 control_frame->muting = TRUE;
5586 else if(control_frame->muting) priv->muted = FALSE;
5587 return; /* Instruction is handled. */
5589 /* In case of an ifc, generate a HW shader instruction */
5590 if (control_frame->type != IFC)
5591 ERR("Control frame does not match.\n");
5593 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5595 struct list *e = list_head(&priv->control_frames);
5596 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5598 if(control_frame->type == IF)
5600 shader_addline(buffer, "#} endif\n");
5601 if(control_frame->muting) priv->muted = FALSE;
5602 list_remove(&control_frame->entry);
5603 heap_free(control_frame);
5604 return; /* Instruction is handled */
5606 /* In case of an ifc, generate a HW shader instruction */
5607 if (control_frame->type != IFC)
5608 ERR("Control frame does not match.\n");
5611 if(priv->muted)
5613 pop_control_frame(ins);
5614 return;
5617 /* Select handler */
5618 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5620 /* Unhandled opcode */
5621 if (!hw_fct)
5623 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
5624 return;
5626 hw_fct(ins);
5628 pop_control_frame(ins);
5630 shader_arb_add_instruction_modifiers(ins);
5633 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5635 struct shader_arb_priv *priv = shader_priv;
5637 return priv->ffp_proj_control;
5640 static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {}
5642 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5644 shader_arb_handle_instruction,
5645 shader_arb_precompile,
5646 shader_arb_select,
5647 shader_arb_select_compute,
5648 shader_arb_disable,
5649 shader_arb_update_float_vertex_constants,
5650 shader_arb_update_float_pixel_constants,
5651 shader_arb_load_constants,
5652 shader_arb_destroy,
5653 shader_arb_alloc,
5654 shader_arb_free,
5655 shader_arb_allocate_context_data,
5656 shader_arb_free_context_data,
5657 shader_arb_init_context_state,
5658 shader_arb_get_caps,
5659 shader_arb_color_fixup_supported,
5660 shader_arb_has_ffp_proj_control,
5663 /* ARB_fragment_program fixed function pipeline replacement definitions */
5664 #define ARB_FFP_CONST_TFACTOR 0
5665 #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5666 #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5667 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5668 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5669 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5670 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5672 struct arbfp_ffp_desc
5674 struct ffp_frag_desc parent;
5675 GLuint shader;
5678 /* Context activation is done by the caller. */
5679 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5681 if (enable)
5683 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5684 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5686 else
5688 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5689 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5693 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5695 struct shader_arb_priv *priv;
5697 /* Share private data between the shader backend and the pipeline
5698 * replacement, if both are the arb implementation. This is needed to
5699 * figure out whether ARBfp should be disabled if no pixel shader is bound
5700 * or not. */
5701 if (shader_backend == &arb_program_shader_backend)
5702 priv = shader_priv;
5703 else if (!(priv = heap_alloc_zero(sizeof(*priv))))
5704 return NULL;
5706 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
5707 priv->use_arbfp_fixed_func = TRUE;
5709 return priv;
5712 /* Context activation is done by the caller. */
5713 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5715 const struct wined3d_gl_info *gl_info = context;
5716 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5718 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5719 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5720 heap_free(entry_arb);
5723 /* Context activation is done by the caller. */
5724 static void arbfp_free(struct wined3d_device *device)
5726 struct shader_arb_priv *priv = device->fragment_priv;
5728 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5729 priv->use_arbfp_fixed_func = FALSE;
5731 if (device->shader_backend != &arb_program_shader_backend)
5732 heap_free(device->fragment_priv);
5735 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5737 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5738 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5739 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
5740 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5741 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5742 WINED3DTEXOPCAPS_SELECTARG1 |
5743 WINED3DTEXOPCAPS_SELECTARG2 |
5744 WINED3DTEXOPCAPS_MODULATE4X |
5745 WINED3DTEXOPCAPS_MODULATE2X |
5746 WINED3DTEXOPCAPS_MODULATE |
5747 WINED3DTEXOPCAPS_ADDSIGNED2X |
5748 WINED3DTEXOPCAPS_ADDSIGNED |
5749 WINED3DTEXOPCAPS_ADD |
5750 WINED3DTEXOPCAPS_SUBTRACT |
5751 WINED3DTEXOPCAPS_ADDSMOOTH |
5752 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5753 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5754 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5755 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5756 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5757 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5758 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5759 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5760 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5761 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5762 WINED3DTEXOPCAPS_MULTIPLYADD |
5763 WINED3DTEXOPCAPS_LERP |
5764 WINED3DTEXOPCAPS_BUMPENVMAP |
5765 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5767 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5769 caps->MaxTextureBlendStages = MAX_TEXTURES;
5770 caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_TEXTURES);
5773 static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5775 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5778 static void state_texfactor_arbfp(struct wined3d_context *context,
5779 const struct wined3d_state *state, DWORD state_id)
5781 const struct wined3d_gl_info *gl_info = context->gl_info;
5782 struct wined3d_device *device = context->device;
5783 struct wined3d_color color;
5785 if (device->shader_backend == &arb_program_shader_backend)
5787 struct shader_arb_priv *priv;
5789 /* Don't load the parameter if we're using an arbfp pixel shader,
5790 * otherwise we'll overwrite application provided constants. */
5791 if (use_ps(state))
5792 return;
5794 priv = device->shader_priv;
5795 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5796 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5799 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
5800 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r));
5801 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
5804 static void state_tss_constant_arbfp(struct wined3d_context *context,
5805 const struct wined3d_state *state, DWORD state_id)
5807 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5808 const struct wined3d_gl_info *gl_info = context->gl_info;
5809 struct wined3d_device *device = context->device;
5810 struct wined3d_color color;
5812 if (device->shader_backend == &arb_program_shader_backend)
5814 struct shader_arb_priv *priv;
5816 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5817 * application provided constants.
5819 if (use_ps(state))
5820 return;
5822 priv = device->shader_priv;
5823 priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(stage)] = 1;
5824 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(stage) + 1);
5827 wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
5828 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r));
5829 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
5832 static void state_arb_specularenable(struct wined3d_context *context,
5833 const struct wined3d_state *state, DWORD state_id)
5835 const struct wined3d_gl_info *gl_info = context->gl_info;
5836 struct wined3d_device *device = context->device;
5837 float col[4];
5839 if (device->shader_backend == &arb_program_shader_backend)
5841 struct shader_arb_priv *priv;
5843 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5844 * application provided constants.
5846 if (use_ps(state))
5847 return;
5849 priv = device->shader_priv;
5850 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5851 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5854 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5856 /* The specular color has no alpha */
5857 col[0] = 1.0f; col[1] = 1.0f;
5858 col[2] = 1.0f; col[3] = 0.0f;
5859 } else {
5860 col[0] = 0.0f; col[1] = 0.0f;
5861 col[2] = 0.0f; col[3] = 0.0f;
5863 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5864 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5867 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5869 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5870 const struct wined3d_gl_info *gl_info = context->gl_info;
5871 struct wined3d_device *device = context->device;
5872 float mat[2][2];
5874 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5876 if (device->shader_backend == &arb_program_shader_backend)
5878 struct shader_arb_priv *priv = device->shader_priv;
5880 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5881 if (use_ps(state))
5882 return;
5884 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5885 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5888 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5889 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5890 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5891 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5893 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5894 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5897 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5898 const struct wined3d_state *state, DWORD state_id)
5900 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5901 const struct wined3d_gl_info *gl_info = context->gl_info;
5902 struct wined3d_device *device = context->device;
5903 float param[4];
5905 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5907 if (device->shader_backend == &arb_program_shader_backend)
5909 struct shader_arb_priv *priv = device->shader_priv;
5911 /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
5912 if (use_ps(state))
5913 return;
5915 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5916 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5919 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5920 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5921 param[2] = 0.0f;
5922 param[3] = 0.0f;
5924 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5925 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5928 static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5930 const struct wined3d_gl_info *gl_info = context->gl_info;
5931 int glParm;
5932 float ref;
5934 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5936 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
5938 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
5939 checkGLcall("glEnable GL_ALPHA_TEST");
5941 else
5943 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
5944 checkGLcall("glDisable GL_ALPHA_TEST");
5945 return;
5948 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
5949 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
5951 if (glParm)
5953 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
5954 checkGLcall("glAlphaFunc");
5958 static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5960 const struct wined3d_texture *texture = state->textures[0];
5961 const struct wined3d_gl_info *gl_info = context->gl_info;
5962 struct wined3d_device *device = context->device;
5963 struct wined3d_color float_key[2];
5965 if (!texture)
5966 return;
5968 if (device->shader_backend == &arb_program_shader_backend)
5970 struct shader_arb_priv *priv;
5972 /* Don't load the parameter if we're using an arbfp pixel shader,
5973 * otherwise we'll overwrite application provided constants. */
5974 if (use_ps(state))
5975 return;
5977 priv = device->shader_priv;
5978 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_LOW] = 1;
5979 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_HIGH] = 1;
5980 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY_HIGH + 1);
5983 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
5985 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r));
5986 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
5987 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r));
5988 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
5991 static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5993 const char *ret;
5995 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5997 switch(arg & WINED3DTA_SELECTMASK) {
5998 case WINED3DTA_DIFFUSE:
5999 ret = "fragment.color.primary"; break;
6001 case WINED3DTA_CURRENT:
6002 ret = "ret";
6003 break;
6005 case WINED3DTA_TEXTURE:
6006 switch(stage) {
6007 case 0: ret = "tex0"; break;
6008 case 1: ret = "tex1"; break;
6009 case 2: ret = "tex2"; break;
6010 case 3: ret = "tex3"; break;
6011 case 4: ret = "tex4"; break;
6012 case 5: ret = "tex5"; break;
6013 case 6: ret = "tex6"; break;
6014 case 7: ret = "tex7"; break;
6015 default: ret = "unknown texture";
6017 break;
6019 case WINED3DTA_TFACTOR:
6020 ret = "tfactor"; break;
6022 case WINED3DTA_SPECULAR:
6023 ret = "fragment.color.secondary"; break;
6025 case WINED3DTA_TEMP:
6026 ret = "tempreg"; break;
6028 case WINED3DTA_CONSTANT:
6029 switch(stage) {
6030 case 0: ret = "const0"; break;
6031 case 1: ret = "const1"; break;
6032 case 2: ret = "const2"; break;
6033 case 3: ret = "const3"; break;
6034 case 4: ret = "const4"; break;
6035 case 5: ret = "const5"; break;
6036 case 6: ret = "const6"; break;
6037 case 7: ret = "const7"; break;
6038 default: ret = "unknown constant";
6040 break;
6042 default:
6043 return "unknown";
6046 if(arg & WINED3DTA_COMPLEMENT) {
6047 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6048 if(argnum == 0) ret = "arg0";
6049 if(argnum == 1) ret = "arg1";
6050 if(argnum == 2) ret = "arg2";
6052 if(arg & WINED3DTA_ALPHAREPLICATE) {
6053 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6054 if(argnum == 0) ret = "arg0";
6055 if(argnum == 1) ret = "arg1";
6056 if(argnum == 2) ret = "arg2";
6058 return ret;
6061 static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6062 BOOL alpha, BOOL tmp_dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6064 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6065 unsigned int mul = 1;
6067 if (color && alpha)
6068 dstmask = "";
6069 else if (color)
6070 dstmask = ".xyz";
6071 else
6072 dstmask = ".w";
6074 dstreg = tmp_dst ? "tempreg" : "ret";
6076 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6077 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6078 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6080 switch (op)
6082 case WINED3D_TOP_DISABLE:
6083 break;
6085 case WINED3D_TOP_SELECT_ARG2:
6086 arg1 = arg2;
6087 /* FALLTHROUGH */
6088 case WINED3D_TOP_SELECT_ARG1:
6089 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6090 break;
6092 case WINED3D_TOP_MODULATE_4X:
6093 mul = 2;
6094 /* FALLTHROUGH */
6095 case WINED3D_TOP_MODULATE_2X:
6096 mul *= 2;
6097 /* FALLTHROUGH */
6098 case WINED3D_TOP_MODULATE:
6099 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6100 break;
6102 case WINED3D_TOP_ADD_SIGNED_2X:
6103 mul = 2;
6104 /* FALLTHROUGH */
6105 case WINED3D_TOP_ADD_SIGNED:
6106 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6107 arg2 = "arg2";
6108 /* FALLTHROUGH */
6109 case WINED3D_TOP_ADD:
6110 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6111 break;
6113 case WINED3D_TOP_SUBTRACT:
6114 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6115 break;
6117 case WINED3D_TOP_ADD_SMOOTH:
6118 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6119 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6120 break;
6122 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6123 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6124 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6125 break;
6126 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6127 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6128 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6129 break;
6130 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6131 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6132 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6133 break;
6134 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6135 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6136 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6137 break;
6139 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6140 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6141 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6142 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6143 break;
6145 /* D3DTOP_PREMODULATE ???? */
6147 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6148 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6149 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6150 break;
6151 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6152 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6153 break;
6154 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6155 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6156 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6157 break;
6158 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6159 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6160 break;
6162 case WINED3D_TOP_DOTPRODUCT3:
6163 mul = 4;
6164 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6165 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6166 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6167 break;
6169 case WINED3D_TOP_MULTIPLY_ADD:
6170 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6171 break;
6173 case WINED3D_TOP_LERP:
6174 /* The msdn is not quite right here */
6175 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6176 break;
6178 case WINED3D_TOP_BUMPENVMAP:
6179 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6180 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6181 break;
6183 default:
6184 FIXME("Unhandled texture op %08x\n", op);
6187 if (mul == 2)
6188 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6189 else if (mul == 4)
6190 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6193 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
6195 switch(type)
6197 case WINED3D_GL_RES_TYPE_TEX_1D:
6198 return "1D";
6199 case WINED3D_GL_RES_TYPE_TEX_2D:
6200 return "2D";
6201 case WINED3D_GL_RES_TYPE_TEX_3D:
6202 return "3D";
6203 case WINED3D_GL_RES_TYPE_TEX_CUBE:
6204 return "CUBE";
6205 case WINED3D_GL_RES_TYPE_TEX_RECT:
6206 return "RECT";
6207 default:
6208 return "unexpected_resource_type";
6212 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6214 BYTE tex_read = 0, bump_used = 0, luminance_used = 0, constant_used = 0;
6215 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6216 unsigned int stage, lowest_disabled_stage;
6217 struct wined3d_string_buffer buffer;
6218 struct color_fixup_masks masks;
6219 BOOL custom_linear_fog = FALSE;
6220 const char *textype, *instr;
6221 DWORD arg0, arg1, arg2;
6222 char colorcor_dst[8];
6223 BOOL op_equal;
6224 GLuint ret;
6226 if (!string_buffer_init(&buffer))
6228 ERR("Failed to initialize shader buffer.\n");
6229 return 0;
6232 shader_addline(&buffer, "!!ARBfp1.0\n");
6234 if (settings->color_key_enabled)
6236 shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
6237 shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
6238 tex_read |= 1;
6241 /* Find out which textures are read */
6242 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6244 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6245 break;
6247 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6248 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6249 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6251 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6252 tex_read |= 1u << stage;
6253 if (settings->op[stage].tmp_dst)
6254 tempreg_used = TRUE;
6255 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6256 tempreg_used = TRUE;
6257 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6258 tfactor_used = TRUE;
6259 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6260 constant_used |= 1u << stage;
6262 switch (settings->op[stage].cop)
6264 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6265 luminance_used |= 1u << stage;
6266 /* fall through */
6267 case WINED3D_TOP_BUMPENVMAP:
6268 bump_used |= 1u << stage;
6269 /* fall through */
6270 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6271 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6272 tex_read |= 1u << stage;
6273 break;
6275 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6276 tfactor_used = TRUE;
6277 break;
6279 default:
6280 break;
6283 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6284 continue;
6286 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6287 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6288 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6290 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6291 tex_read |= 1u << stage;
6292 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6293 tempreg_used = TRUE;
6294 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6295 tfactor_used = TRUE;
6296 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6297 constant_used |= 1u << stage;
6299 lowest_disabled_stage = stage;
6301 switch (settings->fog)
6303 case WINED3D_FFP_PS_FOG_OFF: break;
6304 case WINED3D_FFP_PS_FOG_LINEAR:
6305 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6307 custom_linear_fog = TRUE;
6308 break;
6310 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6311 break;
6313 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6314 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6315 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6318 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6319 shader_addline(&buffer, "TEMP TMP;\n");
6320 shader_addline(&buffer, "TEMP ret;\n");
6321 if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6322 shader_addline(&buffer, "TEMP arg0;\n");
6323 shader_addline(&buffer, "TEMP arg1;\n");
6324 shader_addline(&buffer, "TEMP arg2;\n");
6325 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6327 if (constant_used & (1u << stage))
6328 shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
6330 if (!(tex_read & (1u << stage)))
6331 continue;
6333 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6335 if (!(bump_used & (1u << stage)))
6336 continue;
6337 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6339 if (!(luminance_used & (1u << stage)))
6340 continue;
6341 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6343 if (tfactor_used)
6344 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6345 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6347 if (settings->sRGB_write)
6349 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6350 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
6351 shader_addline(&buffer, ";\n");
6352 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6353 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
6354 shader_addline(&buffer, ";\n");
6357 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6358 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6360 if (tempreg_used || settings->sRGB_write)
6361 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6363 /* Generate texture sampling instructions */
6364 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6366 if (!(tex_read & (1u << stage)))
6367 continue;
6369 textype = arbfp_texture_target(settings->op[stage].tex_type);
6371 if (settings->op[stage].projected == WINED3D_PROJECTION_NONE)
6373 instr = "TEX";
6375 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4
6376 || settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6378 instr = "TXP";
6380 else
6382 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6383 instr = "TXP";
6386 if (stage > 0
6387 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6388 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6390 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6391 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6392 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6393 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6395 /* With projective textures, texbem only divides the static
6396 * texture coordinate, not the displacement, so multiply the
6397 * displacement with the dividing parameter before passing it to
6398 * TXP. */
6399 if (settings->op[stage].projected != WINED3D_PROJECTION_NONE)
6401 if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4)
6403 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6404 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n",
6405 stage, stage);
6407 else
6409 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6410 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n",
6411 stage, stage);
6414 else
6416 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6419 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6420 instr, stage, stage, textype);
6421 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6423 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6424 stage - 1, stage - 1, stage - 1);
6425 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6428 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6430 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6431 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6432 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6433 instr, stage, stage, textype);
6435 else
6437 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6438 instr, stage, stage, stage, textype);
6441 sprintf(colorcor_dst, "tex%u", stage);
6442 masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL);
6443 gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
6444 settings->op[stage].color_fixup, masks);
6447 if (settings->color_key_enabled)
6449 shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6450 shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6451 shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */
6452 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6453 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6454 shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */
6457 shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
6459 /* Generate the main shader */
6460 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6462 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6463 break;
6465 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6466 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6467 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6468 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6469 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6470 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6471 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6472 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6473 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6474 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6475 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6476 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6477 else
6478 op_equal = settings->op[stage].aop == settings->op[stage].cop
6479 && settings->op[stage].carg0 == settings->op[stage].aarg0
6480 && settings->op[stage].carg1 == settings->op[stage].aarg1
6481 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6483 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6485 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6486 settings->op[stage].cop, settings->op[stage].carg0,
6487 settings->op[stage].carg1, settings->op[stage].carg2);
6489 else if (op_equal)
6491 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].tmp_dst,
6492 settings->op[stage].cop, settings->op[stage].carg0,
6493 settings->op[stage].carg1, settings->op[stage].carg2);
6495 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
6496 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6498 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6499 settings->op[stage].cop, settings->op[stage].carg0,
6500 settings->op[stage].carg1, settings->op[stage].carg2);
6501 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].tmp_dst,
6502 settings->op[stage].aop, settings->op[stage].aarg0,
6503 settings->op[stage].aarg1, settings->op[stage].aarg2);
6507 if (settings->sRGB_write || custom_linear_fog)
6509 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6510 if (settings->sRGB_write)
6511 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6512 if (custom_linear_fog)
6513 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6514 shader_addline(&buffer, "MOV result.color, ret;\n");
6516 else
6518 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6521 /* Footer */
6522 shader_addline(&buffer, "END\n");
6524 /* Generate the shader */
6525 GL_EXTCALL(glGenProgramsARB(1, &ret));
6526 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6527 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
6529 string_buffer_free(&buffer);
6530 return ret;
6533 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6535 const struct wined3d_gl_info *gl_info = context->gl_info;
6536 const struct wined3d_device *device = context->device;
6537 struct shader_arb_priv *priv = device->fragment_priv;
6538 BOOL use_pshader = use_ps(state);
6539 struct ffp_frag_settings settings;
6540 const struct arbfp_ffp_desc *desc;
6541 unsigned int i;
6543 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6545 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6547 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6549 /* Reload fixed function constants since they collide with the
6550 * pixel shader constants. */
6551 for (i = 0; i < MAX_TEXTURES; ++i)
6553 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6554 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6556 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6557 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6558 color_key_arbfp(context, state, STATE_COLOR_KEY);
6560 else if (use_pshader)
6562 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6564 return;
6567 if (!use_pshader)
6569 /* Find or create a shader implementing the fixed function pipeline
6570 * settings, then activate it. */
6571 gen_ffp_frag_op(context, state, &settings, FALSE);
6572 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6573 if (!desc)
6575 struct arbfp_ffp_desc *new_desc;
6577 if (!(new_desc = heap_alloc(sizeof(*new_desc))))
6579 ERR("Out of memory\n");
6580 return;
6583 new_desc->parent.settings = settings;
6584 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6585 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6586 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6587 desc = new_desc;
6590 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6591 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6592 * deactivate it.
6594 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6595 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6596 priv->current_fprogram_id = desc->shader;
6598 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6600 /* Reload fixed function constants since they collide with the
6601 * pixel shader constants. */
6602 for (i = 0; i < MAX_TEXTURES; ++i)
6604 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6605 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6607 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6608 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6609 color_key_arbfp(context, state, STATE_COLOR_KEY);
6611 context->last_was_pshader = FALSE;
6613 else if (!context->last_was_pshader)
6615 if (device->shader_backend == &arb_program_shader_backend)
6616 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6617 context->last_was_pshader = TRUE;
6620 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6623 /* We can't link the fog states to the fragment state directly since the
6624 * vertex pipeline links them to FOGENABLE. A different linking in different
6625 * pipeline parts can't be expressed in the combined state table, so we need
6626 * to handle that with a forwarding function. The other invisible side effect
6627 * is that changing the fog start and fog end (which links to FOGENABLE in
6628 * vertex) results in the fragment_prog_arbfp function being called because
6629 * FOGENABLE is dirty, which calls this function here. */
6630 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6632 enum fogsource new_source;
6633 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6634 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6636 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6638 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6639 fragment_prog_arbfp(context, state, state_id);
6641 if (!state->render_states[WINED3D_RS_FOGENABLE])
6642 return;
6644 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6646 if (use_vs(state))
6648 new_source = FOGSOURCE_VS;
6650 else
6652 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6653 new_source = FOGSOURCE_COORD;
6654 else
6655 new_source = FOGSOURCE_FFP;
6658 else
6660 new_source = FOGSOURCE_FFP;
6663 if (new_source != context->fog_source || fogstart == fogend)
6665 context->fog_source = new_source;
6666 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6670 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6672 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6673 fragment_prog_arbfp(context, state, state_id);
6676 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6678 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6679 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6680 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6681 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6682 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6683 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6684 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6685 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6686 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6687 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6688 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6689 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6690 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6691 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6692 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6693 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6694 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6695 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6696 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6697 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6698 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6699 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6700 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6701 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6702 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6703 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6704 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6728 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6729 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6730 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6732 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6733 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6734 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6735 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6736 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6737 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6739 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6740 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6741 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6742 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6743 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6744 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6745 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6746 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6747 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6748 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6749 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6750 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6751 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6752 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6753 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6754 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6755 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6756 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6757 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6758 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6759 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6760 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6761 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6762 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6763 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6764 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6765 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6766 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6767 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6768 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6769 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6770 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6771 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6772 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6773 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6774 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6775 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6776 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6777 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6778 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6779 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6780 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6781 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6782 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6783 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6784 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6785 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6786 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6787 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6788 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6789 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6790 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6791 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6792 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6793 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6794 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6795 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6796 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6797 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6798 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6799 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6800 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6801 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6802 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
6803 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6804 {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
6805 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6806 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6807 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6808 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6809 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6810 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6811 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6812 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6813 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6814 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6815 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6816 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6817 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6818 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6819 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6820 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6821 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6822 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6823 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6824 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6825 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6826 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6827 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6828 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6829 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6830 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6831 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
6832 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6835 static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
6837 return TRUE;
6840 static void arbfp_free_context_data(struct wined3d_context *context)
6844 const struct fragment_pipeline arbfp_fragment_pipeline = {
6845 arbfp_enable,
6846 arbfp_get_caps,
6847 arbfp_get_emul_mask,
6848 arbfp_alloc,
6849 arbfp_free,
6850 arbfp_alloc_context_data,
6851 arbfp_free_context_data,
6852 shader_arb_color_fixup_supported,
6853 arbfp_fragmentstate_template,
6856 struct arbfp_blit_type
6858 enum complex_fixup fixup : 4;
6859 enum wined3d_gl_resource_type res_type : 3;
6860 DWORD use_color_key : 1;
6861 DWORD padding : 24;
6864 struct arbfp_blit_desc
6866 GLuint shader;
6867 struct arbfp_blit_type type;
6868 struct wine_rb_entry entry;
6871 #define ARBFP_BLIT_PARAM_SIZE 0
6872 #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
6873 #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
6875 struct wined3d_arbfp_blitter
6877 struct wined3d_blitter blitter;
6878 struct wine_rb_tree shaders;
6879 GLuint palette_texture;
6882 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6884 const struct arbfp_blit_type *ka = key;
6885 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6887 return memcmp(ka, kb, sizeof(*ka));
6890 /* Context activation is done by the caller. */
6891 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *ctx)
6893 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6894 const struct wined3d_gl_info *gl_info;
6895 struct wined3d_context *context;
6897 context = ctx;
6898 gl_info = context->gl_info;
6900 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6901 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6902 heap_free(entry_arb);
6905 /* Context activation is done by the caller. */
6906 static void arbfp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
6908 const struct wined3d_gl_info *gl_info = context->gl_info;
6909 struct wined3d_arbfp_blitter *arbfp_blitter;
6910 struct wined3d_blitter *next;
6912 if ((next = blitter->next))
6913 next->ops->blitter_destroy(next, context);
6915 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
6917 wine_rb_destroy(&arbfp_blitter->shaders, arbfp_free_blit_shader, context);
6918 checkGLcall("Delete blit programs");
6920 if (arbfp_blitter->palette_texture)
6921 gl_info->gl_ops.gl.p_glDeleteTextures(1, &arbfp_blitter->palette_texture);
6923 heap_free(arbfp_blitter);
6926 static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer,
6927 const struct arbfp_blit_type *type, char *luminance)
6929 char chroma;
6930 const char *tex, *texinstr = "TXP";
6932 if (type->fixup == COMPLEX_FIXUP_UYVY)
6934 chroma = 'x';
6935 *luminance = 'w';
6937 else
6939 chroma = 'w';
6940 *luminance = 'x';
6943 tex = arbfp_texture_target(type->res_type);
6944 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
6945 texinstr = "TEX";
6947 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6948 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6949 * filtering when we sample the texture.
6951 * These are the rules for reading the chroma:
6953 * Even pixel: Cr
6954 * Even pixel: U
6955 * Odd pixel: V
6957 * So we have to get the sampling x position in non-normalized coordinates in integers
6959 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
6961 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6962 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6964 else
6966 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6968 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6969 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6970 * 0.5, so add 0.5.
6972 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6973 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6975 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
6976 * and 0.75 for the even and odd pixels respectively. */
6977 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6978 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6980 /* Sample Pixel 1. */
6981 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6983 /* Put the value into either of the chroma values */
6984 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6985 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6986 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6987 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6989 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6990 * the pixel right to the current one. Otherwise, sample the left pixel.
6991 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6993 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6994 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6995 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6997 /* Put the value into the other chroma */
6998 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6999 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
7000 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7001 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
7003 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7004 * the current one and lerp the two U and V values
7007 /* This gives the correctly filtered luminance value */
7008 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
7011 static void gen_yv12_read(struct wined3d_string_buffer *buffer,
7012 const struct arbfp_blit_type *type, char *luminance)
7014 const char *tex;
7015 static const float yv12_coef[]
7016 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7018 tex = arbfp_texture_target(type->res_type);
7020 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7021 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7022 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7023 * pitch of the luminance plane, the packing into the gl texture is a bit
7024 * unfortunate. If the whole texture is interpreted as luminance data it looks
7025 * approximately like this:
7027 * +----------------------------------+----
7028 * | |
7029 * | |
7030 * | |
7031 * | |
7032 * | | 2
7033 * | LUMINANCE | -
7034 * | | 3
7035 * | |
7036 * | |
7037 * | |
7038 * | |
7039 * +----------------+-----------------+----
7040 * | | |
7041 * | V even rows | V odd rows |
7042 * | | | 1
7043 * +----------------+------------------ -
7044 * | | | 3
7045 * | U even rows | U odd rows |
7046 * | | |
7047 * +----------------+-----------------+----
7048 * | | |
7049 * | 0.5 | 0.5 |
7051 * So it appears as if there are 4 chroma images, but in fact the odd rows
7052 * in the chroma images are in the same row as the even ones. So it is
7053 * kinda tricky to read
7055 * When reading from rectangle textures, keep in mind that the input y coordinates
7056 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7058 shader_addline(buffer, "PARAM yv12_coef = ");
7059 shader_arb_append_imm_vec4(buffer, yv12_coef);
7060 shader_addline(buffer, ";\n");
7062 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7063 /* the chroma planes have only half the width */
7064 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7066 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7067 * the coordinate. Also read the right side of the image when reading odd lines
7069 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7070 * bleeding
7072 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7074 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7076 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7078 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7079 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7081 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7082 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7083 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7084 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7085 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7087 /* clamp, keep the half pixel origin in mind */
7088 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7089 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7090 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7091 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7093 else
7095 /* The y coordinate for V is in the range [size, size + size / 4). */
7096 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7097 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7099 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7100 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7101 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7102 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7103 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7104 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7106 /* Make sure to read exactly from the pixel center */
7107 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7108 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7110 /* Clamp */
7111 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7112 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7113 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7114 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7115 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7117 /* Read the texture, put the result into the output register */
7118 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7119 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7121 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7122 * No need to clamp because we're just reusing the already clamped value from above
7124 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7125 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7126 else
7127 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7128 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7129 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7131 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7132 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7133 * values due to filtering
7135 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7136 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7138 /* Multiply the y coordinate by 2/3 and clamp it */
7139 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7140 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7141 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7142 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7144 else
7146 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7147 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7148 * is bigger
7150 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7151 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7152 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7154 *luminance = 'a';
7157 static void gen_nv12_read(struct wined3d_string_buffer *buffer,
7158 const struct arbfp_blit_type *type, char *luminance)
7160 const char *tex;
7161 static const float nv12_coef[]
7162 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7164 tex = arbfp_texture_target(type->res_type);
7166 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7167 * sized plane where each component is an UV pair. So the effective
7168 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7169 * data it looks approximately like this:
7171 * +----------------------------------+----
7172 * | |
7173 * | |
7174 * | |
7175 * | |
7176 * | | 2
7177 * | LUMINANCE | -
7178 * | | 3
7179 * | |
7180 * | |
7181 * | |
7182 * | |
7183 * +----------------------------------+----
7184 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7185 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7186 * | | 1
7187 * | | -
7188 * | | 3
7189 * | |
7190 * | |
7191 * +----------------------------------+----
7193 * When reading from rectangle textures, keep in mind that the input y coordinates
7194 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7196 shader_addline(buffer, "PARAM nv12_coef = ");
7197 shader_arb_append_imm_vec4(buffer, nv12_coef);
7198 shader_addline(buffer, ";\n");
7200 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7201 /* We only have half the number of chroma pixels. */
7202 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7204 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7206 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7207 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7209 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7211 /* We must not allow filtering horizontally, this would mix U and V.
7212 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7213 * 0.5, so add 0.5. */
7215 /* Convert to non-normalized coordinates so we can find the
7216 * individual pixel. */
7217 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7218 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7219 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7220 * add 0.5 to hit the center of the pixel. */
7221 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7223 /* Convert back to normalized coordinates. */
7224 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7226 /* Clamp, keep the half pixel origin in mind. */
7227 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7228 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7229 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7230 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7232 else
7234 /* The y coordinate for chroma is in the range [size, size + size / 2). */
7235 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7237 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7238 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7239 * add 0.5 to hit the center of the pixel. */
7240 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7242 /* Clamp */
7243 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7244 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7245 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7246 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7247 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7249 /* Read the texture, put the result into the output register. */
7250 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7251 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7253 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7255 /* Add 1/size.x */
7256 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7258 else
7260 /* Add 1 */
7261 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7263 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7264 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7266 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7267 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7268 * values due to filtering. */
7269 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7270 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7272 /* Multiply the y coordinate by 2/3 and clamp it */
7273 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7274 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7275 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7276 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7278 else
7280 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7281 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7282 * is bigger
7284 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7285 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7286 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7288 *luminance = 'a';
7291 /* Context activation is done by the caller. */
7292 static GLuint gen_p8_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7294 GLuint shader;
7295 struct wined3d_string_buffer buffer;
7296 const char *tex_target = arbfp_texture_target(type->res_type);
7298 /* This should not happen because we only use this conversion for
7299 * present blits which don't use color keying. */
7300 if (type->use_color_key)
7301 FIXME("Implement P8 color keying.\n");
7303 /* Shader header */
7304 if (!string_buffer_init(&buffer))
7306 ERR("Failed to initialize shader buffer.\n");
7307 return 0;
7310 GL_EXTCALL(glGenProgramsARB(1, &shader));
7311 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7312 if (!shader)
7314 string_buffer_free(&buffer);
7315 return 0;
7318 shader_addline(&buffer, "!!ARBfp1.0\n");
7319 shader_addline(&buffer, "TEMP index;\n");
7321 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7322 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7324 /* The alpha-component contains the palette index */
7325 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7327 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7328 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7330 /* Use the alpha-component as an index in the palette to get the final color */
7331 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7332 shader_addline(&buffer, "END\n");
7334 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7336 string_buffer_free(&buffer);
7338 return shader;
7341 /* Context activation is done by the caller. */
7342 static void upload_palette(struct wined3d_arbfp_blitter *blitter,
7343 const struct wined3d_texture *texture, struct wined3d_context *context)
7345 const struct wined3d_palette *palette = texture->swapchain ? texture->swapchain->palette : NULL;
7346 const struct wined3d_gl_info *gl_info = context->gl_info;
7348 if (!blitter->palette_texture)
7349 gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
7351 GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
7352 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture);
7354 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7356 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7357 /* Make sure we have discrete color levels. */
7358 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7359 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7360 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7361 if (palette)
7363 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7364 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7366 else
7368 static const DWORD black;
7369 FIXME("P8 surface loaded without a palette.\n");
7370 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7371 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7374 /* Switch back to unit 0 in which the 2D texture will be stored. */
7375 context_active_texture(context, gl_info, 0);
7378 /* Context activation is done by the caller. */
7379 static GLuint gen_yuv_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7381 GLuint shader;
7382 struct wined3d_string_buffer buffer;
7383 char luminance_component;
7385 if (type->use_color_key)
7386 FIXME("Implement YUV color keying.\n");
7388 /* Shader header */
7389 if (!string_buffer_init(&buffer))
7391 ERR("Failed to initialize shader buffer.\n");
7392 return 0;
7395 GL_EXTCALL(glGenProgramsARB(1, &shader));
7396 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7397 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7398 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7399 if (!shader)
7401 string_buffer_free(&buffer);
7402 return 0;
7405 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7406 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7407 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7408 * each single pixel it contains, and one U and one V value shared between both
7409 * pixels.
7411 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7412 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7413 * take the format into account when generating the read swizzles
7415 * Reading the Y value is straightforward - just sample the texture. The hardware
7416 * takes care of filtering in the horizontal and vertical direction.
7418 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7419 * because that would mix the U and V values of one pixel or two adjacent pixels.
7420 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7421 * regardless of the filtering setting. Vertical filtering works automatically
7422 * though - the U and V values of two rows are mixed nicely.
7424 * Apart of avoiding filtering issues, the code has to know which value it just
7425 * read, and where it can find the other one. To determine this, it checks if
7426 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7428 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7429 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7431 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7432 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7433 * in an unfiltered situation. Finding the luminance on the other hand requires
7434 * finding out if it is an odd or even pixel. The real drawback of this approach
7435 * is filtering. This would have to be emulated completely in the shader, reading
7436 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7437 * vertically. Beyond that it would require adjustments to the texture handling
7438 * code to deal with the width scaling
7440 shader_addline(&buffer, "!!ARBfp1.0\n");
7441 shader_addline(&buffer, "TEMP luminance;\n");
7442 shader_addline(&buffer, "TEMP temp;\n");
7443 shader_addline(&buffer, "TEMP chroma;\n");
7444 shader_addline(&buffer, "TEMP texcrd;\n");
7445 shader_addline(&buffer, "TEMP texcrd2;\n");
7446 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7447 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7448 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7450 switch (type->fixup)
7452 case COMPLEX_FIXUP_UYVY:
7453 case COMPLEX_FIXUP_YUY2:
7454 gen_packed_yuv_read(&buffer, type, &luminance_component);
7455 break;
7457 case COMPLEX_FIXUP_YV12:
7458 gen_yv12_read(&buffer, type, &luminance_component);
7459 break;
7461 case COMPLEX_FIXUP_NV12:
7462 gen_nv12_read(&buffer, type, &luminance_component);
7463 break;
7465 default:
7466 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7467 string_buffer_free(&buffer);
7468 return 0;
7471 /* Calculate the final result. Formula is taken from
7472 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7473 * ranges from -0.5 to 0.5
7475 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7477 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7478 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7479 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7480 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7481 shader_addline(&buffer, "END\n");
7483 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7485 string_buffer_free(&buffer);
7487 return shader;
7490 /* Context activation is done by the caller. */
7491 static GLuint arbfp_gen_plain_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7493 GLuint shader;
7494 struct wined3d_string_buffer buffer;
7495 const char *tex_target = arbfp_texture_target(type->res_type);
7497 /* Shader header */
7498 if (!string_buffer_init(&buffer))
7500 ERR("Failed to initialize shader buffer.\n");
7501 return 0;
7504 GL_EXTCALL(glGenProgramsARB(1, &shader));
7505 if (!shader)
7507 string_buffer_free(&buffer);
7508 return 0;
7510 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7512 shader_addline(&buffer, "!!ARBfp1.0\n");
7514 if (type->use_color_key)
7516 shader_addline(&buffer, "TEMP color;\n");
7517 shader_addline(&buffer, "TEMP less, greater;\n");
7518 shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW);
7519 shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH);
7520 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7521 shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */
7522 shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */
7523 shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */
7524 shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */
7525 shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */
7526 shader_addline(&buffer, "KIL -less;\n"); /* discard if true */
7527 shader_addline(&buffer, "MOV result.color, color;\n");
7529 else
7531 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7534 shader_addline(&buffer, "END\n");
7536 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7538 string_buffer_free(&buffer);
7540 return shader;
7543 /* Context activation is done by the caller. */
7544 static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wined3d_context *context,
7545 const struct wined3d_texture *texture, unsigned int sub_resource_idx,
7546 const struct wined3d_color_key *color_key)
7548 enum complex_fixup fixup;
7549 const struct wined3d_gl_info *gl_info = context->gl_info;
7550 struct wine_rb_entry *entry;
7551 struct arbfp_blit_type type;
7552 struct arbfp_blit_desc *desc;
7553 struct wined3d_color float_color_key[2];
7554 struct wined3d_vec4 size;
7555 unsigned int level;
7556 GLuint shader;
7558 level = sub_resource_idx % texture->level_count;
7559 size.x = wined3d_texture_get_level_pow2_width(texture, level);
7560 size.y = wined3d_texture_get_level_pow2_height(texture, level);
7561 size.z = 1.0f;
7562 size.w = 1.0f;
7564 if (is_complex_fixup(texture->resource.format->color_fixup))
7565 fixup = get_complex_fixup(texture->resource.format->color_fixup);
7566 else
7567 fixup = COMPLEX_FIXUP_NONE;
7569 switch (texture->target)
7571 case GL_TEXTURE_1D:
7572 type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
7573 break;
7575 case GL_TEXTURE_2D:
7576 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7577 break;
7579 case GL_TEXTURE_3D:
7580 type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
7581 break;
7583 case GL_TEXTURE_CUBE_MAP_ARB:
7584 type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
7585 break;
7587 case GL_TEXTURE_RECTANGLE_ARB:
7588 type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
7589 break;
7591 default:
7592 ERR("Unexpected GL texture type %#x.\n", texture->target);
7593 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7595 type.fixup = fixup;
7596 type.use_color_key = !!color_key;
7597 type.padding = 0;
7599 if ((entry = wine_rb_get(&blitter->shaders, &type)))
7601 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7602 shader = desc->shader;
7604 else
7606 switch (fixup)
7608 case COMPLEX_FIXUP_NONE:
7609 if (!is_identity_fixup(texture->resource.format->color_fixup))
7610 FIXME("Implement support for sign or swizzle fixups.\n");
7611 shader = arbfp_gen_plain_shader(gl_info, &type);
7612 break;
7614 case COMPLEX_FIXUP_P8:
7615 shader = gen_p8_shader(gl_info, &type);
7616 break;
7618 case COMPLEX_FIXUP_YUY2:
7619 case COMPLEX_FIXUP_UYVY:
7620 case COMPLEX_FIXUP_YV12:
7621 case COMPLEX_FIXUP_NV12:
7622 shader = gen_yuv_shader(gl_info, &type);
7623 break;
7626 if (!shader)
7628 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7629 return E_NOTIMPL;
7632 if (!(desc = heap_alloc(sizeof(*desc))))
7633 goto err_out;
7635 desc->type = type;
7636 desc->shader = shader;
7637 if (wine_rb_put(&blitter->shaders, &desc->type, &desc->entry) == -1)
7639 err_out:
7640 ERR("Out of memory\n");
7641 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7642 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7643 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7644 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7645 heap_free(desc);
7646 return E_OUTOFMEMORY;
7650 if (fixup == COMPLEX_FIXUP_P8)
7651 upload_palette(blitter, texture, context);
7653 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7654 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7655 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7656 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7657 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, &size.x));
7658 checkGLcall("glProgramLocalParameter4fvARB");
7659 if (type.use_color_key)
7661 wined3d_format_get_float_color_key(texture->resource.format, color_key, float_color_key);
7662 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7663 ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
7664 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7665 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r));
7666 checkGLcall("glProgramLocalParameter4fvARB");
7669 return WINED3D_OK;
7672 /* Context activation is done by the caller. */
7673 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7675 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7676 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7679 static BOOL arbfp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
7680 const struct wined3d_resource *src_resource, DWORD src_location,
7681 const struct wined3d_resource *dst_resource, DWORD dst_location)
7683 const struct wined3d_format *src_format = src_resource->format;
7684 const struct wined3d_format *dst_format = dst_resource->format;
7685 enum complex_fixup src_fixup;
7686 BOOL decompress;
7688 if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
7689 return FALSE;
7691 if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
7693 if (dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
7694 blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
7695 else
7696 blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
7699 switch (blit_op)
7701 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
7702 if (!context->d3d_info->shader_color_key)
7704 /* The conversion modifies the alpha channel so the color key might no longer match. */
7705 TRACE("Color keying not supported with converted textures.\n");
7706 return FALSE;
7708 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
7709 case WINED3D_BLIT_OP_COLOR_BLIT:
7710 break;
7712 default:
7713 TRACE("Unsupported blit_op=%d\n", blit_op);
7714 return FALSE;
7717 decompress = src_format && (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
7718 && !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
7719 if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
7720 return FALSE;
7722 src_fixup = get_complex_fixup(src_format->color_fixup);
7723 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7725 TRACE("Checking support for fixup:\n");
7726 dump_color_fixup_desc(src_format->color_fixup);
7729 if (!is_identity_fixup(dst_format->color_fixup)
7730 && (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE))
7732 TRACE("Destination fixups are not supported\n");
7733 return FALSE;
7736 if (is_identity_fixup(src_format->color_fixup))
7738 TRACE("[OK]\n");
7739 return TRUE;
7742 /* We only support YUV conversions. */
7743 if (!is_complex_fixup(src_format->color_fixup))
7745 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
7747 WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
7748 return TRUE;
7751 TRACE("[FAILED]\n");
7752 return FALSE;
7755 switch(src_fixup)
7757 case COMPLEX_FIXUP_YUY2:
7758 case COMPLEX_FIXUP_UYVY:
7759 case COMPLEX_FIXUP_YV12:
7760 case COMPLEX_FIXUP_NV12:
7761 case COMPLEX_FIXUP_P8:
7762 TRACE("[OK]\n");
7763 return TRUE;
7765 default:
7766 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7767 TRACE("[FAILED]\n");
7768 return FALSE;
7772 static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
7773 struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
7774 DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
7775 unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
7776 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
7778 struct wined3d_device *device = dst_texture->resource.device;
7779 struct wined3d_texture *staging_texture = NULL;
7780 struct wined3d_arbfp_blitter *arbfp_blitter;
7781 struct wined3d_color_key alpha_test_key;
7782 struct wined3d_blitter *next;
7783 unsigned int src_level;
7784 RECT s, d;
7786 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
7787 "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n",
7788 blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
7789 wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
7790 wine_dbgstr_rect(dst_rect), color_key, debug_d3dtexturefiltertype(filter));
7792 if (!arbfp_blit_supported(op, context, &src_texture->resource, src_location,
7793 &dst_texture->resource, dst_location))
7795 if (!(next = blitter->next))
7797 ERR("No blitter to handle blit op %#x.\n", op);
7798 return dst_location;
7801 TRACE("Forwarding to blitter %p.\n", next);
7802 return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
7803 src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, color_key, filter);
7806 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
7808 if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
7810 struct wined3d_resource_desc desc;
7811 struct wined3d_box upload_box;
7812 HRESULT hr;
7814 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
7816 src_level = src_sub_resource_idx % src_texture->level_count;
7817 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
7818 desc.format = src_texture->resource.format->id;
7819 desc.multisample_type = src_texture->resource.multisample_type;
7820 desc.multisample_quality = src_texture->resource.multisample_quality;
7821 desc.usage = WINED3DUSAGE_PRIVATE;
7822 desc.access = WINED3D_RESOURCE_ACCESS_GPU;
7823 desc.width = wined3d_texture_get_level_width(src_texture, src_level);
7824 desc.height = wined3d_texture_get_level_height(src_texture, src_level);
7825 desc.depth = 1;
7826 desc.size = 0;
7828 if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
7829 NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
7831 ERR("Failed to create staging texture, hr %#x.\n", hr);
7832 return dst_location;
7835 wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
7836 wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
7837 src_texture, src_sub_resource_idx, &upload_box);
7839 src_texture = staging_texture;
7840 src_sub_resource_idx = 0;
7842 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7843 && (src_texture->sub_resources[src_sub_resource_idx].locations
7844 & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE)) == WINED3D_LOCATION_DRAWABLE
7845 && !wined3d_resource_is_offscreen(&src_texture->resource))
7848 /* Without FBO blits transferring from the drawable to the texture is
7849 * expensive, because we have to flip the data in sysmem. Since we can
7850 * flip in the blitter, we don't actually need that flip anyway. So we
7851 * use the surface's texture as scratch texture, and flip the source
7852 * rectangle instead. */
7853 texture2d_load_fb_texture(src_texture, src_sub_resource_idx, FALSE, context);
7855 s = *src_rect;
7856 src_level = src_sub_resource_idx % src_texture->level_count;
7857 s.top = wined3d_texture_get_level_height(src_texture, src_level) - s.top;
7858 s.bottom = wined3d_texture_get_level_height(src_texture, src_level) - s.bottom;
7859 src_rect = &s;
7861 else
7863 wined3d_texture_load(src_texture, context, FALSE);
7866 context_apply_ffp_blit_state(context, device);
7868 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7870 d = *dst_rect;
7871 wined3d_texture_translate_drawable_coords(dst_texture, context->win_handle, &d);
7872 dst_rect = &d;
7875 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
7877 GLenum buffer;
7879 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7881 TRACE("Destination texture %p is onscreen.\n", dst_texture);
7882 buffer = wined3d_texture_get_gl_buffer(dst_texture);
7884 else
7886 TRACE("Destination texture %p is offscreen.\n", dst_texture);
7887 buffer = GL_COLOR_ATTACHMENT0;
7889 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
7890 &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
7891 context_set_draw_buffer(context, buffer);
7892 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
7893 context_invalidate_state(context, STATE_FRAMEBUFFER);
7896 if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
7898 const struct wined3d_format *fmt = src_texture->resource.format;
7899 alpha_test_key.color_space_low_value = 0;
7900 alpha_test_key.color_space_high_value = ~(((1u << fmt->alpha_size) - 1) << fmt->alpha_offset);
7901 color_key = &alpha_test_key;
7904 arbfp_blit_set(arbfp_blitter, context, src_texture, src_sub_resource_idx, color_key);
7906 /* Draw a textured quad */
7907 context_draw_textured_quad(context, src_texture, src_sub_resource_idx, src_rect, dst_rect, filter);
7909 /* Leave the opengl state valid for blitting */
7910 arbfp_blit_unset(context->gl_info);
7912 if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture))
7913 context->gl_info->gl_ops.gl.p_glFlush();
7915 if (staging_texture)
7916 wined3d_texture_decref(staging_texture);
7918 return dst_location;
7921 static void arbfp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
7922 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
7923 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
7925 struct wined3d_blitter *next;
7927 if ((next = blitter->next))
7928 next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
7929 clear_rects, draw_rect, flags, colour, depth, stencil);
7932 static const struct wined3d_blitter_ops arbfp_blitter_ops =
7934 arbfp_blitter_destroy,
7935 arbfp_blitter_clear,
7936 arbfp_blitter_blit,
7939 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device)
7941 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7942 struct wined3d_arbfp_blitter *blitter;
7944 if (device->shader_backend != &arb_program_shader_backend
7945 && device->shader_backend != &glsl_shader_backend)
7946 return;
7948 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7949 return;
7951 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
7952 return;
7954 if (!(blitter = heap_alloc(sizeof(*blitter))))
7956 ERR("Failed to allocate blitter.\n");
7957 return;
7960 TRACE("Created blitter %p.\n", blitter);
7962 blitter->blitter.ops = &arbfp_blitter_ops;
7963 blitter->blitter.next = *next;
7964 wine_rb_init(&blitter->shaders, arbfp_blit_type_compare);
7965 blitter->palette_texture = 0;
7966 *next = &blitter->blitter;