ntdll: Call NtRaiseException directly from RtlRaiseException on x86-64.
[wine.git] / dlls / wined3d / arb_program_shader.c
blob612a51b62b15c03e134bbac56405e7e140f648d0
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
33 #include <math.h>
34 #include <stdio.h>
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
43 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
45 return type == WINED3D_SHADER_TYPE_PIXEL;
48 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
50 return type == WINED3D_SHADER_TYPE_VERTEX;
53 static const char *get_line(const char **ptr)
55 const char *p, *q;
57 p = *ptr;
58 if (!(q = strstr(p, "\n")))
60 if (!*p) return NULL;
61 *ptr += strlen(p);
62 return p;
64 *ptr = q + 1;
66 return p;
69 enum arb_helper_value
71 ARB_ZERO,
72 ARB_ONE,
73 ARB_TWO,
74 ARB_0001,
75 ARB_EPS,
77 ARB_VS_REL_OFFSET
80 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
82 if (shader != WINED3D_SHADER_TYPE_VERTEX && shader != WINED3D_SHADER_TYPE_PIXEL)
84 ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader));
85 return "bad";
88 if (shader == WINED3D_SHADER_TYPE_PIXEL)
90 switch (value)
92 case ARB_ZERO: return "ps_helper_const.x";
93 case ARB_ONE: return "ps_helper_const.y";
94 case ARB_TWO: return "coefmul.x";
95 case ARB_0001: return "ps_helper_const.xxxy";
96 case ARB_EPS: return "ps_helper_const.z";
97 default: break;
100 else
102 switch (value)
104 case ARB_ZERO: return "helper_const.x";
105 case ARB_ONE: return "helper_const.y";
106 case ARB_TWO: return "helper_const.z";
107 case ARB_EPS: return "helper_const.w";
108 case ARB_0001: return "helper_const.xxxy";
109 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
112 FIXME("Unmanaged %s shader helper constant requested: %u.\n",
113 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
114 switch (value)
116 case ARB_ZERO: return "0.0";
117 case ARB_ONE: return "1.0";
118 case ARB_TWO: return "2.0";
119 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
120 case ARB_EPS: return "1e-8";
121 default: return "bad";
125 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
127 return context->lowest_disabled_stage < 7;
130 /* ARB_program_shader private data */
132 struct control_frame
134 struct list entry;
135 enum
138 IFC,
139 LOOP,
141 } type;
142 BOOL muting;
143 BOOL outer_loop;
144 union
146 unsigned int loop;
147 unsigned int ifc;
148 } no;
149 struct wined3d_shader_loop_control loop_control;
150 BOOL had_else;
153 struct arb_ps_np2fixup_info
155 struct ps_np2fixup_info super;
156 /* For ARB we need an offset value:
157 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
158 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
159 * array we need an offset to the index inside the program local parameter array. */
160 UINT offset;
163 struct arb_ps_compile_args
165 struct ps_compile_args super;
166 WORD bools;
167 WORD clip; /* only a boolean, use a WORD for alignment */
168 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
171 struct stb_const_desc
173 unsigned char texunit;
174 UINT const_num;
177 struct arb_ps_compiled_shader
179 struct arb_ps_compile_args args;
180 struct arb_ps_np2fixup_info np2fixup_info;
181 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
182 struct stb_const_desc luminanceconst[MAX_TEXTURES];
183 UINT int_consts[WINED3D_MAX_CONSTS_I];
184 GLuint prgId;
185 UINT ycorrection;
186 unsigned char numbumpenvmatconsts;
187 char num_int_consts;
190 struct arb_vs_compile_args
192 struct vs_compile_args super;
193 union
195 struct
197 WORD bools;
198 unsigned char clip_texcoord;
199 unsigned char clipplane_mask;
200 } boolclip;
201 DWORD boolclip_compare;
202 } clip;
203 DWORD ps_signature;
204 union
206 unsigned char samplers[4];
207 DWORD samplers_compare;
208 } vertex;
209 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
212 struct arb_vs_compiled_shader
214 struct arb_vs_compile_args args;
215 GLuint prgId;
216 UINT int_consts[WINED3D_MAX_CONSTS_I];
217 char num_int_consts;
218 char need_color_unclamp;
219 UINT pos_fixup;
222 struct recorded_instruction
224 struct wined3d_shader_instruction ins;
225 struct list entry;
228 struct shader_arb_ctx_priv
230 char addr_reg[20];
231 enum
233 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
234 ARB,
235 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
236 NV2,
237 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
239 } target_version;
241 const struct arb_vs_compile_args *cur_vs_args;
242 const struct arb_ps_compile_args *cur_ps_args;
243 const struct arb_ps_compiled_shader *compiled_fprog;
244 const struct arb_vs_compiled_shader *compiled_vprog;
245 struct arb_ps_np2fixup_info *cur_np2fixup_info;
246 struct list control_frames;
247 struct list record;
248 BOOL recording;
249 BOOL muted;
250 unsigned int num_loops, loop_depth, num_ifcs;
251 int aL;
252 BOOL ps_post_process;
254 unsigned int vs_clipplanes;
255 BOOL footer_written;
256 BOOL in_main_func;
258 /* For 3.0 vertex shaders */
259 const char *vs_output[MAX_REG_OUTPUT];
260 /* For 2.x and earlier vertex shaders */
261 const char *texcrd_output[8], *color_output[2], *fog_output;
263 /* 3.0 pshader input for compatibility with fixed function */
264 const char *ps_input[MAX_REG_INPUT];
267 struct ps_signature
269 struct wined3d_shader_signature sig;
270 DWORD idx;
271 struct wine_rb_entry entry;
274 struct arb_pshader_private {
275 struct arb_ps_compiled_shader *gl_shaders;
276 UINT num_gl_shaders, shader_array_size;
277 DWORD input_signature_idx;
278 DWORD clipplane_emulation;
279 BOOL clamp_consts;
282 struct arb_vshader_private {
283 struct arb_vs_compiled_shader *gl_shaders;
284 UINT num_gl_shaders, shader_array_size;
285 UINT rel_offset;
288 struct shader_arb_priv
290 GLuint current_vprogram_id;
291 GLuint current_fprogram_id;
292 const struct arb_ps_compiled_shader *compiled_fprog;
293 const struct arb_vs_compiled_shader *compiled_vprog;
294 BOOL use_arbfp_fixed_func;
295 struct wine_rb_tree fragment_shaders;
296 BOOL last_ps_const_clamped;
297 BOOL last_vs_color_unclamp;
299 struct wine_rb_tree signature_tree;
300 DWORD ps_sig_number;
302 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
303 char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F];
304 char pshader_const_dirty[WINED3D_MAX_PS_CONSTS_F];
305 const struct wined3d_context *last_context;
307 const struct wined3d_vertex_pipe_ops *vertex_pipe;
308 const struct fragment_pipeline *fragment_pipe;
309 BOOL ffp_proj_control;
312 /* Context activation for state handlers is done by the caller. */
314 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
315 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
317 if (shader_data->rel_offset) return TRUE;
318 if (!reg_maps->usesmova) return FALSE;
319 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
322 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
323 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
325 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
326 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
329 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
330 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
332 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
333 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
334 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
335 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
336 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
337 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
338 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
339 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
340 return FALSE;
343 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
344 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
346 unsigned int ret = 1;
347 /* We use one PARAM for the pos fixup, and in some cases one to load
348 * some immediate values into the shader. */
349 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
350 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
351 return ret;
354 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
355 * When constant_list == NULL, it will load all the constants.
357 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
358 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
360 /* Context activation is done by the caller. */
361 static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *shader,
362 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
363 const struct wined3d_vec4 *constants, char *dirty_consts)
365 struct wined3d_shader_lconst *lconst;
366 unsigned int ret, i, j;
368 if (TRACE_ON(d3d_constants))
370 for (i = 0; i < max_constants; ++i)
372 if (!dirty_consts[i])
373 continue;
374 TRACE_(d3d_constants)("Loading constant %u: %s.\n", i, debug_vec4(&constants[i]));
378 i = 0;
380 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
381 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
383 float lcl_const[4];
384 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
385 * shaders, the first 8 constants are marked dirty for reload
387 for (; i < min(8, max_constants); ++i)
389 if (!dirty_consts[i])
390 continue;
391 dirty_consts[i] = 0;
393 if (constants[i].x > 1.0f)
394 lcl_const[0] = 1.0f;
395 else if (constants[i].x < -1.0f)
396 lcl_const[0] = -1.0f;
397 else
398 lcl_const[0] = constants[i].x;
400 if (constants[i].y > 1.0f)
401 lcl_const[1] = 1.0f;
402 else if (constants[i].y < -1.0f)
403 lcl_const[1] = -1.0f;
404 else
405 lcl_const[1] = constants[i].y;
407 if (constants[i].z > 1.0f)
408 lcl_const[2] = 1.0f;
409 else if (constants[i].z < -1.0f)
410 lcl_const[2] = -1.0f;
411 else
412 lcl_const[2] = constants[i].z;
414 if (constants[i].w > 1.0f)
415 lcl_const[3] = 1.0f;
416 else if (constants[i].w < -1.0f)
417 lcl_const[3] = -1.0f;
418 else
419 lcl_const[3] = constants[i].w;
421 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
424 /* If further constants are dirty, reload them without clamping.
426 * The alternative is not to touch them, but then we cannot reset the dirty constant count
427 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
428 * above would always re-check the first 8 constants since max_constant remains at the init
429 * value
433 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
435 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
436 * or just reloading *all* constants at once
438 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
440 for (; i < max_constants; ++i)
442 if (!dirty_consts[i])
443 continue;
445 /* Find the next block of dirty constants */
446 dirty_consts[i] = 0;
447 j = i;
448 for (++i; (i < max_constants) && dirty_consts[i]; ++i)
450 dirty_consts[i] = 0;
453 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, &constants[j].x));
456 else
458 for (; i < max_constants; ++i)
460 if (dirty_consts[i])
462 dirty_consts[i] = 0;
463 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i].x));
467 checkGLcall("glProgramEnvParameter4fvARB()");
469 /* Load immediate constants */
470 if (shader->load_local_constsF)
472 if (TRACE_ON(d3d_shader))
474 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
476 GLfloat* values = (GLfloat*)lconst->value;
477 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
478 values[0], values[1], values[2], values[3]);
481 /* Immediate constants are clamped for 1.X shaders at loading times */
482 ret = 0;
483 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
485 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
486 ret = max(ret, lconst->idx + 1);
487 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
489 checkGLcall("glProgramEnvParameter4fvARB()");
490 return ret; /* The loaded immediate constants need reloading for the next shader */
491 } else {
492 return 0; /* No constants are dirty now */
496 /* Loads the texture dimensions for NP2 fixup into the currently set
497 * ARB_[vertex/fragment]_programs. */
498 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
499 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
501 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
502 WORD active = fixup->super.active;
503 UINT i;
505 if (!active)
506 return;
508 for (i = 0; active; active >>= 1, ++i)
510 const struct wined3d_texture *tex = state->textures[i];
511 unsigned char idx = fixup->super.idx[i];
512 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
514 if (!(active & 1))
515 continue;
517 if (!tex)
519 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
520 continue;
523 if (idx % 2)
525 tex_dim[2] = tex->pow2_matrix[0];
526 tex_dim[3] = tex->pow2_matrix[5];
528 else
530 tex_dim[0] = tex->pow2_matrix[0];
531 tex_dim[1] = tex->pow2_matrix[5];
535 for (i = 0; i < fixup->super.num_consts; ++i)
537 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
538 fixup->offset + i, &np2fixup_constants[i * 4]));
542 /* Context activation is done by the caller. */
543 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
544 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
546 const struct wined3d_gl_info *gl_info = context->gl_info;
547 unsigned char i;
549 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
551 int texunit = gl_shader->bumpenvmatconst[i].texunit;
553 /* The state manager takes care that this function is always called if the bump env matrix changes */
554 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
555 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
556 gl_shader->bumpenvmatconst[i].const_num, data));
558 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
560 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
561 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
562 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
563 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
565 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
566 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
567 gl_shader->luminanceconst[i].const_num, scale));
570 checkGLcall("Load bumpmap consts");
572 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
574 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
575 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
576 * ycorrection.z: 1.0
577 * ycorrection.w: 0.0
579 float val[4];
580 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
581 val[1] = context->render_offscreen ? 1.0f : -1.0f;
582 val[2] = 1.0f;
583 val[3] = 0.0f;
584 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
585 checkGLcall("y correction loading");
588 if (!gl_shader->num_int_consts) return;
590 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
592 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
594 float val[4];
595 val[0] = (float)state->ps_consts_i[i].x;
596 val[1] = (float)state->ps_consts_i[i].y;
597 val[2] = (float)state->ps_consts_i[i].z;
598 val[3] = -1.0f;
600 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
603 checkGLcall("Load ps int consts");
606 /* Context activation is done by the caller. */
607 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
608 const struct wined3d_context *context, const struct wined3d_state *state)
610 const struct wined3d_gl_info *gl_info = context->gl_info;
611 float position_fixup[4];
612 unsigned char i;
614 /* Upload the position fixup */
615 shader_get_position_fixup(context, state, position_fixup);
616 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
618 if (!gl_shader->num_int_consts) return;
620 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
622 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
624 float val[4];
625 val[0] = (float)state->vs_consts_i[i].x;
626 val[1] = (float)state->vs_consts_i[i].y;
627 val[2] = (float)state->vs_consts_i[i].z;
628 val[3] = -1.0f;
630 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
633 checkGLcall("Load vs int consts");
636 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
637 const struct wined3d_state *state);
640 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
642 * We only support float constants in ARB at the moment, so don't
643 * worry about the Integers or Booleans
645 /* Context activation is done by the caller (state handler). */
646 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
647 struct wined3d_context *context, const struct wined3d_state *state,
648 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
650 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
651 const struct wined3d_gl_info *gl_info = context->gl_info;
653 if (!from_shader_select)
655 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
656 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
658 if (vshader
659 && (vshader->reg_maps.boolean_constants
660 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
661 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
663 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
664 shader_arb_select(priv, context, state);
666 else if (pshader
667 && (pshader->reg_maps.boolean_constants
668 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
669 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
671 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
672 shader_arb_select(priv, context, state);
676 if (context != priv->last_context)
678 memset(priv->vshader_const_dirty, 1,
679 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
680 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
682 memset(priv->pshader_const_dirty, 1,
683 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
684 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
686 priv->last_context = context;
689 if (useVertexShader)
691 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
692 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
694 /* Load DirectX 9 float constants for vertex shader */
695 priv->highest_dirty_vs_const = shader_arb_load_constants_f(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
696 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
697 shader_arb_vs_local_constants(gl_shader, context, state);
700 if (usePixelShader)
702 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
703 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
704 UINT rt_height = state->fb->render_targets[0]->height;
706 /* Load DirectX 9 float constants for pixel shader */
707 priv->highest_dirty_ps_const = shader_arb_load_constants_f(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
708 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
709 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
711 if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
712 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
716 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
717 const struct wined3d_state *state)
719 BOOL vs = use_vs(state);
720 BOOL ps = use_ps(state);
722 shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
725 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
727 struct wined3d_context *context = context_get_current();
728 struct shader_arb_priv *priv = device->shader_priv;
730 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
731 * context. On a context switch the old context will be fully dirtified */
732 if (!context || context->device != device)
733 return;
735 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
736 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
739 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
741 struct wined3d_context *context = context_get_current();
742 struct shader_arb_priv *priv = device->shader_priv;
744 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
745 * context. On a context switch the old context will be fully dirtified */
746 if (!context || context->device != device)
747 return;
749 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
750 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
753 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
755 char str[4][17];
757 wined3d_ftoa(values[0], str[0]);
758 wined3d_ftoa(values[1], str[1]);
759 wined3d_ftoa(values[2], str[2]);
760 wined3d_ftoa(values[3], str[3]);
761 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
764 /* Generate the variable & register declarations for the ARB_vertex_program output target */
765 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
766 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
767 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
768 const struct shader_arb_ctx_priv *ctx)
770 DWORD i;
771 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
772 const struct wined3d_shader_lconst *lconst;
773 unsigned max_constantsF;
774 DWORD map;
776 /* In pixel shaders, all private constants are program local, we don't need anything
777 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
778 * If we need a private constant the GL implementation will squeeze it in somewhere
780 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
781 * immediate values. The posFixup is loaded using program.env for now, so always
782 * subtract one from the number of constants. If the shader uses indirect addressing,
783 * account for the helper const too because we have to declare all available d3d constants
784 * and don't know which are actually used.
786 if (pshader)
788 max_constantsF = gl_info->limits.arb_ps_native_constants;
789 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
790 if (max_constantsF < 24)
791 max_constantsF = gl_info->limits.arb_ps_float_constants;
793 else
795 const struct arb_vshader_private *shader_data = shader->backend_data;
796 max_constantsF = gl_info->limits.arb_vs_native_constants;
797 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
798 * Also prevents max_constantsF from becoming less than 0 and
799 * wrapping . */
800 if (max_constantsF < 96)
801 max_constantsF = gl_info->limits.arb_vs_float_constants;
803 if (reg_maps->usesrelconstF)
805 DWORD highest_constf = 0, clip_limit;
807 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
808 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
809 max_constantsF -= gl_info->reserved_arb_constants;
811 for (i = 0; i < shader->limits->constant_float; ++i)
813 DWORD idx = i >> 5;
814 DWORD shift = i & 0x1f;
815 if (reg_maps->constf[idx] & (1u << shift))
816 highest_constf = i;
819 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
821 if(ctx->cur_vs_args->super.clip_enabled)
822 clip_limit = gl_info->limits.user_clip_distances;
823 else
824 clip_limit = 0;
826 else
828 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
829 clip_limit = min(wined3d_popcount(mask), 4);
831 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
832 max_constantsF -= *num_clipplanes;
833 if(*num_clipplanes < clip_limit)
835 WARN("Only %u clip planes out of %u enabled.\n", *num_clipplanes,
836 gl_info->limits.user_clip_distances);
839 else
841 if (ctx->target_version >= NV2)
842 *num_clipplanes = gl_info->limits.user_clip_distances;
843 else
844 *num_clipplanes = min(gl_info->limits.user_clip_distances, 4);
848 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
850 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
853 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
855 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
858 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
860 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
862 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
866 if (!shader->load_local_constsF)
868 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
870 const float *value;
871 value = (const float *)lconst->value;
872 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
873 shader_arb_append_imm_vec4(buffer, value);
874 shader_addline(buffer, ";\n");
878 /* After subtracting privately used constants from the hardware limit(they are loaded as
879 * local constants), make sure the shader doesn't violate the env constant limit
881 if(pshader)
883 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
885 else
887 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
890 /* Avoid declaring more constants than needed */
891 max_constantsF = min(max_constantsF, shader->limits->constant_float);
893 /* we use the array-based constants array if the local constants are marked for loading,
894 * because then we use indirect addressing, or when the local constant list is empty,
895 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
896 * local constants do not declare the loaded constants as an array because ARB compilers usually
897 * do not optimize unused constants away
899 if (reg_maps->usesrelconstF)
901 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
902 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
903 max_constantsF, max_constantsF - 1);
905 else
907 for (i = 0; i < max_constantsF; ++i)
909 DWORD idx, mask;
910 idx = i >> 5;
911 mask = 1u << (i & 0x1fu);
912 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
914 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
920 static const char * const shift_tab[] = {
921 "dummy", /* 0 (none) */
922 "coefmul.x", /* 1 (x2) */
923 "coefmul.y", /* 2 (x4) */
924 "coefmul.z", /* 3 (x8) */
925 "coefmul.w", /* 4 (x16) */
926 "dummy", /* 5 (x32) */
927 "dummy", /* 6 (x64) */
928 "dummy", /* 7 (x128) */
929 "dummy", /* 8 (d256) */
930 "dummy", /* 9 (d128) */
931 "dummy", /* 10 (d64) */
932 "dummy", /* 11 (d32) */
933 "coefdiv.w", /* 12 (d16) */
934 "coefdiv.z", /* 13 (d8) */
935 "coefdiv.y", /* 14 (d4) */
936 "coefdiv.x" /* 15 (d2) */
939 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
940 const struct wined3d_shader_dst_param *dst, char *write_mask)
942 char *ptr = write_mask;
944 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
946 *ptr++ = '.';
947 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
948 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
949 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
950 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
953 *ptr = '\0';
956 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
958 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
959 * but addressed as "rgba". To fix this we need to swap the register's x
960 * and z components. */
961 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
962 char *ptr = swizzle_str;
964 /* swizzle bits fields: wwzzyyxx */
965 DWORD swizzle = param->swizzle;
966 DWORD swizzle_x = swizzle & 0x03;
967 DWORD swizzle_y = (swizzle >> 2) & 0x03;
968 DWORD swizzle_z = (swizzle >> 4) & 0x03;
969 DWORD swizzle_w = (swizzle >> 6) & 0x03;
971 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
972 * generate a swizzle string. Unless we need to our own swizzling. */
973 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
975 *ptr++ = '.';
976 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
977 *ptr++ = swizzle_chars[swizzle_x];
978 } else {
979 *ptr++ = swizzle_chars[swizzle_x];
980 *ptr++ = swizzle_chars[swizzle_y];
981 *ptr++ = swizzle_chars[swizzle_z];
982 *ptr++ = swizzle_chars[swizzle_w];
986 *ptr = '\0';
989 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
991 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
992 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
994 if (!strcmp(priv->addr_reg, src)) return;
996 strcpy(priv->addr_reg, src);
997 shader_addline(buffer, "ARL A0.x, %s;\n", src);
1000 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1001 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
1003 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1004 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1006 /* oPos, oFog and oPts in D3D */
1007 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1008 const struct wined3d_shader *shader = ins->ctx->shader;
1009 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1010 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1011 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1013 *is_color = FALSE;
1015 switch (reg->type)
1017 case WINED3DSPR_TEMP:
1018 sprintf(register_name, "R%u", reg->idx[0].offset);
1019 break;
1021 case WINED3DSPR_INPUT:
1022 if (pshader)
1024 if (reg_maps->shader_version.major < 3)
1026 if (!reg->idx[0].offset)
1027 strcpy(register_name, "fragment.color.primary");
1028 else
1029 strcpy(register_name, "fragment.color.secondary");
1031 else
1033 if (reg->idx[0].rel_addr)
1035 char rel_reg[50];
1036 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1038 if (!strcmp(rel_reg, "**aL_emul**"))
1040 DWORD idx = ctx->aL + reg->idx[0].offset;
1041 if(idx < MAX_REG_INPUT)
1043 strcpy(register_name, ctx->ps_input[idx]);
1045 else
1047 ERR("Pixel shader input register out of bounds: %u\n", idx);
1048 sprintf(register_name, "out_of_bounds_%u", idx);
1051 else if (reg_maps->input_registers & 0x0300)
1053 /* There are two ways basically:
1055 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1056 * That means trouble if the loop also contains a breakc or if the control values
1057 * aren't local constants.
1058 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1059 * source dynamically. The trouble is that we cannot simply read aL.y because it
1060 * is an ADDRESS register. We could however push it, load .zw with a value and use
1061 * ADAC to load the condition code register and pop it again afterwards
1063 FIXME("Relative input register addressing with more than 8 registers\n");
1065 /* This is better than nothing for now */
1066 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1068 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1070 /* This is problematic because we'd have to consult the ctx->ps_input strings
1071 * for where to find the varying. Some may be "0.0", others can be texcoords or
1072 * colors. This needs either a pipeline replacement to make the vertex shader feed
1073 * proper varyings, or loop unrolling
1075 * For now use the texcoords and hope for the best
1077 FIXME("Non-vertex shader varying input with indirect addressing\n");
1078 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1080 else
1082 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1083 * pulls GL_NV_fragment_program2 in
1085 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1088 else
1090 if (reg->idx[0].offset < MAX_REG_INPUT)
1092 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1094 else
1096 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1097 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1102 else
1104 if (ctx->cur_vs_args->super.swizzle_map & (1u << reg->idx[0].offset))
1105 *is_color = TRUE;
1106 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1108 break;
1110 case WINED3DSPR_CONST:
1111 if (!pshader && reg->idx[0].rel_addr)
1113 const struct arb_vshader_private *shader_data = shader->backend_data;
1114 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1115 BOOL aL = FALSE;
1116 char rel_reg[50];
1117 if (reg_maps->shader_version.major < 2)
1119 sprintf(rel_reg, "A0.x");
1121 else
1123 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1124 if (ctx->target_version == ARB)
1126 if (!strcmp(rel_reg, "**aL_emul**"))
1128 aL = TRUE;
1129 } else {
1130 shader_arb_request_a0(ins, rel_reg);
1131 sprintf(rel_reg, "A0.x");
1135 if (aL)
1136 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1137 else if (reg->idx[0].offset >= rel_offset)
1138 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1139 else
1140 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1142 else
1144 if (reg_maps->usesrelconstF)
1145 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1146 else
1147 sprintf(register_name, "C%u", reg->idx[0].offset);
1149 break;
1151 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1152 if (pshader)
1154 if (reg_maps->shader_version.major == 1
1155 && reg_maps->shader_version.minor <= 3)
1156 /* In ps <= 1.3, Tx is a temporary register as destination
1157 * to all instructions, and as source to most instructions.
1158 * For some instructions it is the texcoord input. Those
1159 * instructions know about the special use. */
1160 sprintf(register_name, "T%u", reg->idx[0].offset);
1161 else
1162 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1163 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1165 else
1167 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1168 sprintf(register_name, "A%u", reg->idx[0].offset);
1169 else
1170 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1172 break;
1174 case WINED3DSPR_COLOROUT:
1175 if (ctx->ps_post_process && !reg->idx[0].offset)
1177 strcpy(register_name, "TMP_COLOR");
1179 else
1181 if (ctx->cur_ps_args->super.srgb_correction)
1182 FIXME("sRGB correction on higher render targets.\n");
1183 if (reg_maps->rt_mask > 1)
1184 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1185 else
1186 strcpy(register_name, "result.color");
1188 break;
1190 case WINED3DSPR_RASTOUT:
1191 if (reg->idx[0].offset == 1)
1192 sprintf(register_name, "%s", ctx->fog_output);
1193 else
1194 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1195 break;
1197 case WINED3DSPR_DEPTHOUT:
1198 strcpy(register_name, "result.depth");
1199 break;
1201 case WINED3DSPR_ATTROUT:
1202 /* case WINED3DSPR_OUTPUT: */
1203 if (pshader)
1204 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1205 else
1206 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1207 break;
1209 case WINED3DSPR_TEXCRDOUT:
1210 if (pshader)
1211 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1212 else if (reg_maps->shader_version.major < 3)
1213 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1214 else
1215 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1216 break;
1218 case WINED3DSPR_LOOP:
1219 if(ctx->target_version >= NV2)
1221 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1222 if(pshader) sprintf(register_name, "A0.x");
1223 else sprintf(register_name, "aL.y");
1225 else
1227 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1228 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1229 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1230 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1231 * indexing
1233 sprintf(register_name, "**aL_emul**");
1236 break;
1238 case WINED3DSPR_CONSTINT:
1239 sprintf(register_name, "I%u", reg->idx[0].offset);
1240 break;
1242 case WINED3DSPR_MISCTYPE:
1243 if (!reg->idx[0].offset)
1244 sprintf(register_name, "vpos");
1245 else if (reg->idx[0].offset == 1)
1246 sprintf(register_name, "fragment.facing.x");
1247 else
1248 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1249 break;
1251 default:
1252 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1253 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1254 break;
1258 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1259 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1261 char register_name[255];
1262 char write_mask[6];
1263 BOOL is_color;
1265 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1266 strcpy(str, register_name);
1268 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1269 strcat(str, write_mask);
1272 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1274 switch(channel_source)
1276 case CHANNEL_SOURCE_ZERO: return "0";
1277 case CHANNEL_SOURCE_ONE: return "1";
1278 case CHANNEL_SOURCE_X: return "x";
1279 case CHANNEL_SOURCE_Y: return "y";
1280 case CHANNEL_SOURCE_Z: return "z";
1281 case CHANNEL_SOURCE_W: return "w";
1282 default:
1283 FIXME("Unhandled channel source %#x\n", channel_source);
1284 return "undefined";
1288 struct color_fixup_masks
1290 DWORD source;
1291 DWORD sign;
1294 static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
1296 struct color_fixup_masks masks = {0, 0};
1298 if (is_complex_fixup(fixup))
1300 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1301 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1302 return masks;
1305 if (fixup.x_source != CHANNEL_SOURCE_X)
1306 masks.source |= WINED3DSP_WRITEMASK_0;
1307 if (fixup.y_source != CHANNEL_SOURCE_Y)
1308 masks.source |= WINED3DSP_WRITEMASK_1;
1309 if (fixup.z_source != CHANNEL_SOURCE_Z)
1310 masks.source |= WINED3DSP_WRITEMASK_2;
1311 if (fixup.w_source != CHANNEL_SOURCE_W)
1312 masks.source |= WINED3DSP_WRITEMASK_3;
1313 masks.source &= dst_mask;
1315 if (fixup.x_sign_fixup)
1316 masks.sign |= WINED3DSP_WRITEMASK_0;
1317 if (fixup.y_sign_fixup)
1318 masks.sign |= WINED3DSP_WRITEMASK_1;
1319 if (fixup.z_sign_fixup)
1320 masks.sign |= WINED3DSP_WRITEMASK_2;
1321 if (fixup.w_sign_fixup)
1322 masks.sign |= WINED3DSP_WRITEMASK_3;
1323 masks.sign &= dst_mask;
1325 return masks;
1328 static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
1329 const char *src, const char *one, const char *two,
1330 struct color_fixup_desc fixup, struct color_fixup_masks masks)
1332 const char *sign_fixup_src = dst;
1334 if (masks.source)
1336 if (masks.sign)
1337 sign_fixup_src = "TA";
1339 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
1340 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1341 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1343 else if (masks.sign)
1345 sign_fixup_src = src;
1348 if (masks.sign)
1350 char reg_mask[6];
1351 char *ptr = reg_mask;
1353 if (masks.sign != WINED3DSP_WRITEMASK_ALL)
1355 *ptr++ = '.';
1356 if (masks.sign & WINED3DSP_WRITEMASK_0)
1357 *ptr++ = 'x';
1358 if (masks.sign & WINED3DSP_WRITEMASK_1)
1359 *ptr++ = 'y';
1360 if (masks.sign & WINED3DSP_WRITEMASK_2)
1361 *ptr++ = 'z';
1362 if (masks.sign & WINED3DSP_WRITEMASK_3)
1363 *ptr++ = 'w';
1365 *ptr = '\0';
1367 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
1371 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1373 DWORD mod;
1374 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1375 if (!ins->dst_count) return "";
1377 mod = ins->dst[0].modifiers;
1379 /* Silently ignore PARTIALPRECISION if it's not supported */
1380 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1382 if(mod & WINED3DSPDM_MSAMPCENTROID)
1384 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1385 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1388 switch(mod)
1390 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1391 return "H_SAT";
1393 case WINED3DSPDM_SATURATE:
1394 return "_SAT";
1396 case WINED3DSPDM_PARTIALPRECISION:
1397 return "H";
1399 case 0:
1400 return "";
1402 default:
1403 FIXME("Unknown modifiers 0x%08x\n", mod);
1404 return "";
1408 #define TEX_PROJ 0x1
1409 #define TEX_BIAS 0x2
1410 #define TEX_LOD 0x4
1411 #define TEX_DERIV 0x10
1413 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1414 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1416 enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1417 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1418 const char *tex_type;
1419 BOOL np2_fixup = FALSE;
1420 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1421 const char *mod;
1422 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1423 const struct wined3d_shader *shader;
1424 const struct wined3d_device *device;
1425 const struct wined3d_gl_info *gl_info;
1426 const char *tex_dst = dst_str;
1427 struct color_fixup_masks masks;
1429 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1430 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1432 switch (resource_type)
1434 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1435 tex_type = "1D";
1436 break;
1438 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1439 shader = ins->ctx->shader;
1440 device = shader->device;
1441 gl_info = &device->adapter->gl_info;
1443 if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
1444 && gl_info->supported[ARB_TEXTURE_RECTANGLE])
1445 tex_type = "RECT";
1446 else
1447 tex_type = "2D";
1448 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1450 if (priv->cur_np2fixup_info->super.active & (1u << sampler_idx))
1452 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1453 else np2_fixup = TRUE;
1456 break;
1458 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1459 tex_type = "3D";
1460 break;
1462 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1463 tex_type = "CUBE";
1464 break;
1466 default:
1467 ERR("Unexpected resource type %#x.\n", resource_type);
1468 tex_type = "";
1471 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1472 * so don't use shader_arb_get_modifier
1474 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1475 else mod = "";
1477 /* Fragment samplers always have indentity mapping */
1478 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1480 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1483 if (pshader)
1485 masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
1486 ins->dst[0].write_mask);
1488 if (masks.source || masks.sign)
1489 tex_dst = "TA";
1492 if (flags & TEX_DERIV)
1494 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1495 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1496 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1497 dsx, dsy, sampler_idx, tex_type);
1499 else if(flags & TEX_LOD)
1501 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1502 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1503 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1504 sampler_idx, tex_type);
1506 else if (flags & TEX_BIAS)
1508 /* Shouldn't be possible, but let's check for it */
1509 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1510 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1511 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1513 else if (flags & TEX_PROJ)
1515 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1517 else
1519 if (np2_fixup)
1521 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1522 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1523 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1525 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
1527 else
1528 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1531 if (pshader)
1533 gen_color_correction(buffer, dst_str, tex_dst,
1534 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1535 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1536 priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
1540 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1541 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1543 /* Generate a line that does the input modifier computation and return the input register to use */
1544 BOOL is_color = FALSE, insert_line;
1545 char regstr[256];
1546 char swzstr[20];
1547 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1548 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1549 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1550 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1552 /* Assume a new line will be added */
1553 insert_line = TRUE;
1555 /* Get register name */
1556 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1557 shader_arb_get_swizzle(src, is_color, swzstr);
1559 switch (src->modifiers)
1561 case WINED3DSPSM_NONE:
1562 sprintf(outregstr, "%s%s", regstr, swzstr);
1563 insert_line = FALSE;
1564 break;
1565 case WINED3DSPSM_NEG:
1566 sprintf(outregstr, "-%s%s", regstr, swzstr);
1567 insert_line = FALSE;
1568 break;
1569 case WINED3DSPSM_BIAS:
1570 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1571 break;
1572 case WINED3DSPSM_BIASNEG:
1573 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1574 break;
1575 case WINED3DSPSM_SIGN:
1576 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1577 break;
1578 case WINED3DSPSM_SIGNNEG:
1579 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1580 break;
1581 case WINED3DSPSM_COMP:
1582 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1583 break;
1584 case WINED3DSPSM_X2:
1585 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1586 break;
1587 case WINED3DSPSM_X2NEG:
1588 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1589 break;
1590 case WINED3DSPSM_DZ:
1591 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1592 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1593 break;
1594 case WINED3DSPSM_DW:
1595 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1596 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1597 break;
1598 case WINED3DSPSM_ABS:
1599 if(ctx->target_version >= NV2) {
1600 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1601 insert_line = FALSE;
1602 } else {
1603 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1605 break;
1606 case WINED3DSPSM_ABSNEG:
1607 if(ctx->target_version >= NV2) {
1608 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1609 } else {
1610 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1611 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1613 insert_line = FALSE;
1614 break;
1615 default:
1616 sprintf(outregstr, "%s%s", regstr, swzstr);
1617 insert_line = FALSE;
1620 /* Return modified or original register, with swizzle */
1621 if (insert_line)
1622 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1625 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1627 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1628 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1629 DWORD sampler_code = dst->reg.idx[0].offset;
1630 char dst_name[50];
1631 char src_name[2][50];
1633 shader_arb_get_dst_param(ins, dst, dst_name);
1635 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1637 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1638 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1639 * temps is done.
1641 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1642 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1643 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1644 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1645 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1647 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1648 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1651 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1653 *extra_char = ' ';
1654 switch(mod)
1656 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1657 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1658 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1659 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1660 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1661 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1662 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1663 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1664 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1665 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1666 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1667 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1668 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1670 FIXME("Unknown modifier %u\n", mod);
1671 return mod;
1674 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1676 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1677 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1678 char dst_name[50];
1679 char src_name[3][50];
1680 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1681 ins->ctx->reg_maps->shader_version.minor);
1683 shader_arb_get_dst_param(ins, dst, dst_name);
1684 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1686 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1687 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1689 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1691 else
1693 struct wined3d_shader_src_param src0_copy = ins->src[0];
1694 char extra_neg;
1696 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1697 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1699 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1700 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1701 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1702 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1703 dst_name, src_name[1], src_name[2]);
1707 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1709 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1710 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1711 char dst_name[50];
1712 char src_name[3][50];
1714 shader_arb_get_dst_param(ins, dst, dst_name);
1716 /* Generate input register names (with modifiers) */
1717 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1718 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1719 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1721 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1722 dst_name, src_name[0], src_name[2], src_name[1]);
1725 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1726 * dst = dot2(src0, src1) + src2 */
1727 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1729 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1730 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1731 char dst_name[50];
1732 char src_name[3][50];
1733 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1735 shader_arb_get_dst_param(ins, dst, dst_name);
1736 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1737 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1739 if(ctx->target_version >= NV3)
1741 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1742 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1743 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1744 dst_name, src_name[0], src_name[1], src_name[2]);
1746 else if(ctx->target_version >= NV2)
1748 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1749 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1750 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1751 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1753 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1755 * .xyxy and other swizzles that we could get with this are not valid in
1756 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1758 struct wined3d_shader_src_param tmp_param = ins->src[1];
1759 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1760 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1762 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1764 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1765 dst_name, src_name[2], src_name[0], src_name[1]);
1767 else
1769 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1770 /* 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]
1771 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1773 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1774 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1775 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1776 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1780 /* Map the opcode 1-to-1 to the GL code */
1781 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1783 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1784 const char *instruction;
1785 char arguments[256], dst_str[50];
1786 unsigned int i;
1787 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1789 switch (ins->handler_idx)
1791 case WINED3DSIH_ABS: instruction = "ABS"; break;
1792 case WINED3DSIH_ADD: instruction = "ADD"; break;
1793 case WINED3DSIH_CRS: instruction = "XPD"; break;
1794 case WINED3DSIH_DP3: instruction = "DP3"; break;
1795 case WINED3DSIH_DP4: instruction = "DP4"; break;
1796 case WINED3DSIH_DST: instruction = "DST"; break;
1797 case WINED3DSIH_FRC: instruction = "FRC"; break;
1798 case WINED3DSIH_LIT: instruction = "LIT"; break;
1799 case WINED3DSIH_LRP: instruction = "LRP"; break;
1800 case WINED3DSIH_MAD: instruction = "MAD"; break;
1801 case WINED3DSIH_MAX: instruction = "MAX"; break;
1802 case WINED3DSIH_MIN: instruction = "MIN"; break;
1803 case WINED3DSIH_MOV: instruction = "MOV"; break;
1804 case WINED3DSIH_MUL: instruction = "MUL"; break;
1805 case WINED3DSIH_SGE: instruction = "SGE"; break;
1806 case WINED3DSIH_SLT: instruction = "SLT"; break;
1807 case WINED3DSIH_SUB: instruction = "SUB"; break;
1808 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1809 case WINED3DSIH_DSX: instruction = "DDX"; break;
1810 default: instruction = "";
1811 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
1812 break;
1815 /* Note that shader_arb_add_dst_param() adds spaces. */
1816 arguments[0] = '\0';
1817 shader_arb_get_dst_param(ins, dst, dst_str);
1818 for (i = 0; i < ins->src_count; ++i)
1820 char operand[100];
1821 strcat(arguments, ", ");
1822 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1823 strcat(arguments, operand);
1825 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1828 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1830 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1832 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1835 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1837 const struct wined3d_shader *shader = ins->ctx->shader;
1838 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1839 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1840 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1841 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1842 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1843 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1845 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1846 char src0_param[256];
1848 if (ins->handler_idx == WINED3DSIH_MOVA)
1850 const struct arb_vshader_private *shader_data = shader->backend_data;
1851 char write_mask[6];
1852 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1854 if(ctx->target_version >= NV2) {
1855 shader_hw_map2gl(ins);
1856 return;
1858 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1859 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1861 /* This implements the mova formula used in GLSL. The first two instructions
1862 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1863 * in this case:
1864 * mova A0.x, 0.0
1866 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1868 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1869 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1871 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1872 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1874 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1875 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1876 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1877 if (shader_data->rel_offset)
1879 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1881 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1883 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1885 else if (reg_maps->shader_version.major == 1
1886 && !shader_is_pshader_version(reg_maps->shader_version.type)
1887 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1889 const struct arb_vshader_private *shader_data = shader->backend_data;
1890 src0_param[0] = '\0';
1892 if (shader_data->rel_offset && ctx->target_version == ARB)
1894 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1895 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1896 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1897 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1899 else
1901 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1902 * with more than one component. Thus replicate the first source argument over all
1903 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1904 struct wined3d_shader_src_param tmp_src = ins->src[0];
1905 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1906 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1907 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1910 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1912 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1914 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1915 return;
1917 shader_hw_map2gl(ins);
1919 else
1921 shader_hw_map2gl(ins);
1925 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1927 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1928 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1929 char reg_dest[40];
1931 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1932 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1934 shader_arb_get_dst_param(ins, dst, reg_dest);
1936 if (ins->ctx->reg_maps->shader_version.major >= 2)
1938 const char *kilsrc = "TA";
1939 BOOL is_color;
1941 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1942 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1944 kilsrc = reg_dest;
1946 else
1948 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1949 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1950 * masked out components to 0(won't kill)
1952 char x = '0', y = '0', z = '0', w = '0';
1953 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1954 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1955 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1956 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1957 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1959 shader_addline(buffer, "KIL %s;\n", kilsrc);
1961 else
1963 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1964 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1966 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1967 * or pass in any temporary register(in shader phase 2)
1969 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1970 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1971 else
1972 shader_arb_get_dst_param(ins, dst, reg_dest);
1973 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1974 shader_addline(buffer, "KIL TA;\n");
1978 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1980 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1981 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1982 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1983 ins->ctx->reg_maps->shader_version.minor);
1984 struct wined3d_shader_src_param src;
1986 char reg_dest[40];
1987 char reg_coord[40];
1988 DWORD reg_sampler_code;
1989 WORD myflags = 0;
1990 BOOL swizzle_coord = FALSE;
1992 /* All versions have a destination register */
1993 shader_arb_get_dst_param(ins, dst, reg_dest);
1995 /* 1.0-1.4: Use destination register number as texture code.
1996 2.0+: Use provided sampler number as texture code. */
1997 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1998 reg_sampler_code = dst->reg.idx[0].offset;
1999 else
2000 reg_sampler_code = ins->src[1].reg.idx[0].offset;
2002 /* 1.0-1.3: Use the texcoord varying.
2003 1.4+: Use provided coordinate source register. */
2004 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2005 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
2006 else {
2007 /* TEX is the only instruction that can handle DW and DZ natively */
2008 src = ins->src[0];
2009 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
2010 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
2011 shader_arb_get_src_param(ins, &src, 0, reg_coord);
2014 /* projection flag:
2015 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2016 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2017 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2019 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2021 DWORD flags = 0;
2022 if (reg_sampler_code < MAX_TEXTURES)
2023 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2024 if (flags & WINED3D_PSARGS_PROJECTED)
2026 myflags |= TEX_PROJ;
2027 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
2028 swizzle_coord = TRUE;
2031 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2033 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2034 if (src_mod == WINED3DSPSM_DZ)
2036 swizzle_coord = TRUE;
2037 myflags |= TEX_PROJ;
2038 } else if(src_mod == WINED3DSPSM_DW) {
2039 myflags |= TEX_PROJ;
2041 } else {
2042 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2043 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2046 if (swizzle_coord)
2048 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2049 * reg_coord is a read-only varying register, so we need a temp reg */
2050 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2051 strcpy(reg_coord, "TA");
2054 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2057 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2059 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2060 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2061 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2062 ins->ctx->reg_maps->shader_version.minor);
2063 char dst_str[50];
2065 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2067 DWORD reg = dst->reg.idx[0].offset;
2069 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2070 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2071 } else {
2072 char reg_src[40];
2074 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2075 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2076 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2080 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2082 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2083 DWORD flags = 0;
2085 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2086 char dst_str[50];
2087 char src_str[50];
2089 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2090 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2091 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2092 /* Move .x first in case src_str is "TA" */
2093 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2094 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2095 if (reg1 < MAX_TEXTURES)
2097 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2098 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2100 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2103 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2105 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2107 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2108 char dst_str[50];
2109 char src_str[50];
2111 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2112 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2113 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2114 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2115 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2116 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2119 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2121 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2122 char dst_str[50];
2123 char src_str[50];
2125 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2126 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2127 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2128 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2131 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2133 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2134 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2135 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2136 char reg_coord[40], dst_reg[50], src_reg[50];
2137 DWORD reg_dest_code;
2139 /* All versions have a destination register. The Tx where the texture coordinates come
2140 * from is the varying incarnation of the texture register
2142 reg_dest_code = dst->reg.idx[0].offset;
2143 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2144 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2145 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2147 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2148 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2150 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2151 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2153 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2154 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2155 * extension.
2157 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2158 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2159 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2160 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2162 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2163 * so we can't let the GL handle this.
2165 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2166 & WINED3D_PSARGS_PROJECTED)
2168 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2169 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2170 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2171 } else {
2172 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2175 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2177 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2179 /* No src swizzles are allowed, so this is ok */
2180 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2181 src_reg, reg_dest_code, reg_dest_code);
2182 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2186 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2188 DWORD reg = ins->dst[0].reg.idx[0].offset;
2189 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2190 char src0_name[50], dst_name[50];
2191 BOOL is_color;
2192 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2194 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2195 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2196 * T<reg+1> register. Use this register to store the calculated vector
2198 tmp_reg.idx[0].offset = reg + 1;
2199 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2200 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2203 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2205 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2206 DWORD flags;
2207 DWORD reg = ins->dst[0].reg.idx[0].offset;
2208 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2209 char dst_str[50];
2210 char src0_name[50];
2211 char dst_reg[50];
2212 BOOL is_color;
2214 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2215 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2217 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2218 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2219 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2220 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2221 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2224 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2226 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2227 DWORD reg = ins->dst[0].reg.idx[0].offset;
2228 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2229 char src0_name[50], dst_name[50];
2230 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2231 BOOL is_color;
2233 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2234 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2235 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2237 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2238 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2240 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2241 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2242 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2243 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2246 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2248 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2249 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2250 DWORD flags;
2251 DWORD reg = ins->dst[0].reg.idx[0].offset;
2252 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2253 char dst_str[50];
2254 char src0_name[50], dst_name[50];
2255 BOOL is_color;
2257 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2258 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2259 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2261 /* Sample the texture using the calculated coordinates */
2262 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2263 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2264 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2265 tex_mx->current_row = 0;
2268 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2270 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2271 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2272 DWORD flags;
2273 DWORD reg = ins->dst[0].reg.idx[0].offset;
2274 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2275 char dst_str[50];
2276 char src0_name[50];
2277 char dst_reg[50];
2278 BOOL is_color;
2280 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2281 * components for temporary data storage
2283 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2284 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2285 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2287 /* Construct the eye-ray vector from w coordinates */
2288 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2289 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2290 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2292 /* Calculate reflection vector
2294 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2295 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2296 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2297 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2298 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2299 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2300 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2302 /* Sample the texture using the calculated coordinates */
2303 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2304 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2305 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2306 tex_mx->current_row = 0;
2309 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2311 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2312 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2313 DWORD flags;
2314 DWORD reg = ins->dst[0].reg.idx[0].offset;
2315 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2316 char dst_str[50];
2317 char src0_name[50];
2318 char src1_name[50];
2319 char dst_reg[50];
2320 BOOL is_color;
2322 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2323 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2324 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2325 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2326 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2328 /* Calculate reflection vector.
2330 * dot(N, E)
2331 * dst_reg.xyz = 2 * --------- * N - E
2332 * dot(N, N)
2334 * Which normalizes the normal vector
2336 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2337 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2338 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2339 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2340 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2341 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2343 /* Sample the texture using the calculated coordinates */
2344 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2345 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2346 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2347 tex_mx->current_row = 0;
2350 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2352 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2353 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2354 char dst_name[50];
2355 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2356 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2358 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2359 * which is essentially an input, is the destination register because it is the first
2360 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2361 * here(writemasks/swizzles are not valid on texdepth)
2363 shader_arb_get_dst_param(ins, dst, dst_name);
2365 /* According to the msdn, the source register(must be r5) is unusable after
2366 * the texdepth instruction, so we're free to modify it
2368 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2370 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2371 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2372 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2374 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2375 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2376 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2377 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2380 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2381 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2382 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2383 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2385 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2386 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2387 char src0[50];
2388 char dst_str[50];
2390 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2391 shader_addline(buffer, "MOV TB, 0.0;\n");
2392 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2394 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2395 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2398 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2399 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2400 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2402 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2403 char src0[50];
2404 char dst_str[50];
2405 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2407 /* Handle output register */
2408 shader_arb_get_dst_param(ins, dst, dst_str);
2409 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2410 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2413 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2414 * Perform the 3rd row of a 3x3 matrix multiply */
2415 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2417 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2418 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2419 char dst_str[50], dst_name[50];
2420 char src0[50];
2421 BOOL is_color;
2423 shader_arb_get_dst_param(ins, dst, dst_str);
2424 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2425 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2426 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2427 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2430 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2431 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2432 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2433 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2435 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2437 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2438 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2439 char src0[50], dst_name[50];
2440 BOOL is_color;
2441 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2442 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2444 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2445 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2446 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2448 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2449 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2450 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2452 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2453 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2454 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2455 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2458 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2459 Vertex/Pixel shaders to ARB_vertex_program codes */
2460 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2462 int i;
2463 int nComponents = 0;
2464 struct wined3d_shader_dst_param tmp_dst = {{0}};
2465 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2466 struct wined3d_shader_instruction tmp_ins;
2468 memset(&tmp_ins, 0, sizeof(tmp_ins));
2470 /* Set constants for the temporary argument */
2471 tmp_ins.ctx = ins->ctx;
2472 tmp_ins.dst_count = 1;
2473 tmp_ins.dst = &tmp_dst;
2474 tmp_ins.src_count = 2;
2475 tmp_ins.src = tmp_src;
2477 switch(ins->handler_idx)
2479 case WINED3DSIH_M4x4:
2480 nComponents = 4;
2481 tmp_ins.handler_idx = WINED3DSIH_DP4;
2482 break;
2483 case WINED3DSIH_M4x3:
2484 nComponents = 3;
2485 tmp_ins.handler_idx = WINED3DSIH_DP4;
2486 break;
2487 case WINED3DSIH_M3x4:
2488 nComponents = 4;
2489 tmp_ins.handler_idx = WINED3DSIH_DP3;
2490 break;
2491 case WINED3DSIH_M3x3:
2492 nComponents = 3;
2493 tmp_ins.handler_idx = WINED3DSIH_DP3;
2494 break;
2495 case WINED3DSIH_M3x2:
2496 nComponents = 2;
2497 tmp_ins.handler_idx = WINED3DSIH_DP3;
2498 break;
2499 default:
2500 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2501 break;
2504 tmp_dst = ins->dst[0];
2505 tmp_src[0] = ins->src[0];
2506 tmp_src[1] = ins->src[1];
2507 for (i = 0; i < nComponents; ++i)
2509 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2510 shader_hw_map2gl(&tmp_ins);
2511 ++tmp_src[1].reg.idx[0].offset;
2515 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2517 *need_abs = FALSE;
2519 switch(mod)
2521 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2522 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2523 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2524 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2525 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2526 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2527 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2528 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2529 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2530 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2531 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2532 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2533 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2535 FIXME("Unknown modifier %u\n", mod);
2536 return mod;
2539 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2541 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2542 const char *instruction;
2543 struct wined3d_shader_src_param src0_copy = ins->src[0];
2544 BOOL need_abs = FALSE;
2546 char dst[50];
2547 char src[50];
2549 switch(ins->handler_idx)
2551 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2552 case WINED3DSIH_RCP: instruction = "RCP"; break;
2553 case WINED3DSIH_EXPP:
2554 if (ins->ctx->reg_maps->shader_version.major < 2)
2556 instruction = "EXP";
2557 break;
2559 /* Drop through. */
2560 case WINED3DSIH_EXP:
2561 instruction = "EX2";
2562 break;
2563 case WINED3DSIH_LOG:
2564 case WINED3DSIH_LOGP:
2565 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2566 * instruction, but notice that the output of those instructions is
2567 * different. */
2568 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2569 instruction = "LG2";
2570 break;
2571 default: instruction = "";
2572 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2573 break;
2576 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2577 * .w is used. */
2578 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2580 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2581 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2583 if(need_abs)
2585 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2586 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2588 else
2590 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2595 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2597 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2598 char dst_name[50];
2599 char src_name[50];
2600 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2601 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2602 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2604 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2605 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2607 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2608 * otherwise NRM or RSQ would return NaN */
2609 if(pshader && priv->target_version >= NV3)
2611 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2613 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2615 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2616 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2617 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2619 else if(priv->target_version >= NV2)
2621 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2622 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2623 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2624 src_name);
2626 else
2628 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2630 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2631 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2632 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2634 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2635 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2637 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2638 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2639 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2640 src_name);
2644 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2646 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2647 char dst_name[50];
2648 char src_name[3][50];
2650 /* ARB_fragment_program has a convenient LRP instruction */
2651 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2652 shader_hw_map2gl(ins);
2653 return;
2656 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2657 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2658 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2659 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2661 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2662 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2663 dst_name, src_name[0], src_name[2]);
2666 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2668 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2669 * must contain fixed constants. So we need a separate function to filter those constants and
2670 * can't use map2gl
2672 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2673 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2674 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2675 char dst_name[50];
2676 char src_name0[50], src_name1[50], src_name2[50];
2677 BOOL is_color;
2679 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2680 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2681 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2682 /* No modifiers are supported on SCS */
2683 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2685 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2687 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2688 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2690 } else if(priv->target_version >= NV2) {
2691 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2693 /* Sincos writemask must be .x, .y or .xy */
2694 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2695 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2696 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2697 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2698 } else {
2699 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2700 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2702 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2703 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2705 * The constants we get are:
2707 * +1 +1, -1 -1 +1 +1 -1 -1
2708 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2709 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2711 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2713 * (x/2)^2 = x^2 / 4
2714 * (x/2)^3 = x^3 / 8
2715 * (x/2)^4 = x^4 / 16
2716 * (x/2)^5 = x^5 / 32
2717 * etc
2719 * To get the final result:
2720 * sin(x) = 2 * sin(x/2) * cos(x/2)
2721 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2722 * (from sin(x+y) and cos(x+y) rules)
2724 * As per MSDN, dst.z is undefined after the operation, and so is
2725 * dst.x and dst.y if they're masked out by the writemask. Ie
2726 * sincos dst.y, src1, c0, c1
2727 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2728 * vsa.exe also stops with an error if the dest register is the same register as the source
2729 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2730 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2732 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2733 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2734 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2736 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2737 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2738 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2739 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2740 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2741 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2743 /* sin(x/2)
2745 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2746 * properly merge that with MULs in the code above?
2747 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2748 * we can merge the sine and cosine MAD rows to calculate them together.
2750 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2751 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2752 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2753 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2755 /* cos(x/2) */
2756 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2757 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2758 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2760 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2761 /* cos x */
2762 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2763 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2765 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2766 /* sin x */
2767 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2768 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2773 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2775 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2776 char dst_name[50];
2777 char src_name[50];
2778 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2780 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2781 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2783 /* SGN is only valid in vertex shaders */
2784 if(ctx->target_version >= NV2) {
2785 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2786 return;
2789 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2790 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2792 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2793 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2794 } else {
2795 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2796 * Then use TA, and calculate the final result
2798 * Not reading from TA? Store the first result in TA to avoid overwriting the
2799 * destination if src reg = dst reg
2801 if(strstr(src_name, "TA"))
2803 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2804 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2805 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2807 else
2809 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2810 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2811 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2816 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2818 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2819 char src[50];
2820 char dst[50];
2821 char dst_name[50];
2822 BOOL is_color;
2824 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2825 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2826 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2828 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2829 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2832 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2834 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2835 char src0[50], src1[50], dst[50];
2836 struct wined3d_shader_src_param src0_copy = ins->src[0];
2837 BOOL need_abs = FALSE;
2838 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2839 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2841 /* POW operates on the absolute value of the input */
2842 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2844 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2845 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2846 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2848 if (need_abs)
2849 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2850 else
2851 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2853 if (priv->target_version >= NV2)
2855 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2856 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2857 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2859 else
2861 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2862 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2864 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2865 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2866 /* Possibly add flt_eps to avoid getting float special values */
2867 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2868 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2869 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2870 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2874 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2876 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2877 char src_name[50];
2878 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2880 /* src0 is aL */
2881 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2883 if(vshader)
2885 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2886 struct list *e = list_head(&priv->control_frames);
2887 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2889 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2890 /* The constant loader makes sure to load -1 into iX.w */
2891 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2892 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2893 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2895 else
2897 shader_addline(buffer, "LOOP %s;\n", src_name);
2901 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2903 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2904 char src_name[50];
2905 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2907 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2909 /* The constant loader makes sure to load -1 into iX.w */
2910 if(vshader)
2912 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2913 struct list *e = list_head(&priv->control_frames);
2914 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2916 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2918 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2919 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2920 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2922 else
2924 shader_addline(buffer, "REP %s;\n", src_name);
2928 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2930 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2931 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2933 if(vshader)
2935 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2936 struct list *e = list_head(&priv->control_frames);
2937 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2939 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2940 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2941 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2943 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2945 else
2947 shader_addline(buffer, "ENDLOOP;\n");
2951 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2953 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2954 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2956 if(vshader)
2958 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2959 struct list *e = list_head(&priv->control_frames);
2960 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2962 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2963 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2964 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2966 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2968 else
2970 shader_addline(buffer, "ENDREP;\n");
2974 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2976 struct control_frame *control_frame;
2978 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2980 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2982 ERR("Could not find loop for break\n");
2983 return NULL;
2986 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2988 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2989 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2990 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2992 if(vshader)
2994 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2996 else
2998 shader_addline(buffer, "BRK;\n");
3002 static const char *get_compare(enum wined3d_shader_rel_op op)
3004 switch (op)
3006 case WINED3D_SHADER_REL_OP_GT: return "GT";
3007 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
3008 case WINED3D_SHADER_REL_OP_GE: return "GE";
3009 case WINED3D_SHADER_REL_OP_LT: return "LT";
3010 case WINED3D_SHADER_REL_OP_NE: return "NE";
3011 case WINED3D_SHADER_REL_OP_LE: return "LE";
3012 default:
3013 FIXME("Unrecognized operator %#x.\n", op);
3014 return "(\?\?)";
3018 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3020 switch (op)
3022 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3023 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3024 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3025 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3026 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3027 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3028 default:
3029 FIXME("Unrecognized operator %#x.\n", op);
3030 return -1;
3034 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3036 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3037 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3038 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3039 char src_name0[50];
3040 char src_name1[50];
3041 const char *comp = get_compare(ins->flags);
3043 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3044 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3046 if(vshader)
3048 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3049 * away the subtraction result
3051 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3052 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3054 else
3056 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3057 shader_addline(buffer, "BRK (%s.x);\n", comp);
3061 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3063 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3064 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3065 struct list *e = list_head(&priv->control_frames);
3066 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3067 const char *comp;
3068 char src_name0[50];
3069 char src_name1[50];
3070 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3072 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3073 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3075 if(vshader)
3077 /* Invert the flag. We jump to the else label if the condition is NOT true */
3078 comp = get_compare(invert_compare(ins->flags));
3079 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3080 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3082 else
3084 comp = get_compare(ins->flags);
3085 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3086 shader_addline(buffer, "IF %s.x;\n", comp);
3090 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3092 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3093 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3094 struct list *e = list_head(&priv->control_frames);
3095 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3096 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3098 if(vshader)
3100 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3101 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3102 control_frame->had_else = TRUE;
3104 else
3106 shader_addline(buffer, "ELSE;\n");
3110 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3112 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3113 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3114 struct list *e = list_head(&priv->control_frames);
3115 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3116 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3118 if(vshader)
3120 if(control_frame->had_else)
3122 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3124 else
3126 shader_addline(buffer, "#No else branch. else is endif\n");
3127 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3130 else
3132 shader_addline(buffer, "ENDIF;\n");
3136 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3138 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3139 char reg_dest[40];
3140 char reg_src[3][40];
3141 WORD flags = TEX_DERIV;
3143 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3144 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3145 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3146 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3148 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3149 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3151 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3154 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3156 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3157 char reg_dest[40];
3158 char reg_coord[40];
3159 WORD flags = TEX_LOD;
3161 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3162 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3164 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3165 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3167 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3170 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3172 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3173 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3175 priv->in_main_func = FALSE;
3176 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3177 * subroutine, don't generate a label that will make GL complain
3179 if(priv->target_version == ARB) return;
3181 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3184 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3185 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3186 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3187 struct wined3d_string_buffer *buffer)
3189 unsigned int i;
3191 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3192 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3193 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3194 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3196 if (args->super.fog_src == VS_FOG_Z)
3198 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3200 else
3202 if (!reg_maps->fog)
3204 /* posFixup.x is always 1.0, so we can safely use it */
3205 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3207 else
3209 /* Clamp fogcoord */
3210 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3211 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3213 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3214 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3218 /* Clipplanes are always stored without y inversion */
3219 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3221 if (args->super.clip_enabled)
3223 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3225 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3229 else if (args->clip.boolclip.clip_texcoord)
3231 static const char component[4] = {'x', 'y', 'z', 'w'};
3232 unsigned int cur_clip = 0;
3233 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3235 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3237 if (args->clip.boolclip.clipplane_mask & (1u << i))
3239 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3240 component[cur_clip++], i);
3243 switch (cur_clip)
3245 case 0:
3246 shader_addline(buffer, "MOV TA, %s;\n", zero);
3247 break;
3248 case 1:
3249 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3250 break;
3251 case 2:
3252 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3253 break;
3254 case 3:
3255 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3256 break;
3258 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3259 args->clip.boolclip.clip_texcoord - 1);
3262 /* Write the final position.
3264 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3265 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3266 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3267 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3269 if (!gl_info->supported[ARB_CLIP_CONTROL])
3271 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3272 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3273 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3275 /* Z coord [0;1]->[-1;1] mapping, see comment in
3276 * get_projection_matrix() in utils.c. */
3277 if (need_helper_const(shader_data, reg_maps, gl_info))
3279 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3280 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3282 else
3284 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3285 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3289 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3291 priv_ctx->footer_written = TRUE;
3294 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3296 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3297 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3298 const struct wined3d_shader *shader = ins->ctx->shader;
3299 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3301 if(priv->target_version == ARB) return;
3303 if(vshader)
3305 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3306 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3309 shader_addline(buffer, "RET;\n");
3312 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3314 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3315 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3318 static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3320 const char *ptr, *line;
3321 GLint native, pos;
3323 if (TRACE_ON(d3d_shader))
3325 ptr = src;
3326 while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3329 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3330 checkGLcall("glProgramStringARB()");
3332 if (FIXME_ON(d3d_shader))
3334 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3335 if (pos != -1)
3337 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3338 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3339 ptr = src;
3340 while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3341 FIXME_(d3d_shader)("\n");
3343 return FALSE;
3347 if (WARN_ON(d3d_perf))
3349 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3350 checkGLcall("glGetProgramivARB()");
3351 if (!native)
3352 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3355 return TRUE;
3358 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3359 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3361 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3363 if(condcode)
3365 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3366 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3367 /* Calculate the > 0.0031308 case */
3368 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3369 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3370 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3371 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3372 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3373 /* Calculate the < case */
3374 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3376 else
3378 /* Calculate the > 0.0031308 case */
3379 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3380 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3381 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3382 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3383 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3384 /* Calculate the < case */
3385 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3386 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3387 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3388 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3389 /* Store the components > 0.0031308 in the destination */
3390 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3391 /* Add the components that are < 0.0031308 */
3392 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3393 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3394 * result.color writes(.rgb first, then .a), or handle overwriting already written
3395 * components. The assembler uses a temporary register in this case, which is usually
3396 * not allocated from one of our registers that were used earlier.
3399 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3402 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3404 const struct wined3d_shader_lconst *constant;
3406 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3408 if (constant->idx == idx)
3410 return constant->value;
3413 return NULL;
3416 static void init_ps_input(const struct wined3d_shader *shader,
3417 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3419 static const char * const texcoords[8] =
3421 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3422 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3424 unsigned int i;
3425 const struct wined3d_shader_signature_element *input;
3426 const char *semantic_name;
3427 DWORD semantic_idx;
3429 switch(args->super.vp_mode)
3431 case pretransformed:
3432 case fixedfunction:
3433 /* The pixelshader has to collect the varyings on its own. In any case properly load
3434 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3435 * other attribs to 0.0.
3437 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3438 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3439 * load the texcoord attrib pointers to match the pixel shader signature
3441 for (i = 0; i < shader->input_signature.element_count; ++i)
3443 input = &shader->input_signature.elements[i];
3444 if (!(semantic_name = input->semantic_name))
3445 continue;
3446 semantic_idx = input->semantic_idx;
3448 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3450 if (!semantic_idx)
3451 priv->ps_input[input->register_idx] = "fragment.color.primary";
3452 else if (semantic_idx == 1)
3453 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3454 else
3455 priv->ps_input[input->register_idx] = "0.0";
3457 else if (args->super.vp_mode == fixedfunction)
3459 priv->ps_input[input->register_idx] = "0.0";
3461 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3463 if (semantic_idx < 8)
3464 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3465 else
3466 priv->ps_input[input->register_idx] = "0.0";
3468 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3470 if (!semantic_idx)
3471 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3472 else
3473 priv->ps_input[input->register_idx] = "0.0";
3475 else
3477 priv->ps_input[input->register_idx] = "0.0";
3480 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3481 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3483 break;
3485 case vertexshader:
3486 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3487 * fragment.color
3489 for(i = 0; i < 8; i++)
3491 priv->ps_input[i] = texcoords[i];
3493 priv->ps_input[8] = "fragment.color.primary";
3494 priv->ps_input[9] = "fragment.color.secondary";
3495 break;
3499 static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
3500 const char *fragcolor, const char *tmp)
3502 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3503 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3504 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3507 /* Context activation is done by the caller. */
3508 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3509 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3510 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3512 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3513 GLuint retval;
3514 char fragcolor[16];
3515 DWORD next_local = 0;
3516 struct shader_arb_ctx_priv priv_ctx;
3517 BOOL dcl_td = FALSE;
3518 BOOL want_nv_prog = FALSE;
3519 struct arb_pshader_private *shader_priv = shader->backend_data;
3520 DWORD map;
3521 BOOL custom_linear_fog = FALSE;
3523 char srgbtmp[4][4];
3524 char ftoa_tmp[17];
3525 unsigned int i, found = 0;
3527 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3529 if (!(map & 1)
3530 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3531 || (reg_maps->shader_version.major < 2 && !i))
3532 continue;
3534 sprintf(srgbtmp[found], "R%u", i);
3535 ++found;
3536 if (found == 4) break;
3539 switch(found) {
3540 case 0:
3541 sprintf(srgbtmp[0], "TA");
3542 sprintf(srgbtmp[1], "TB");
3543 sprintf(srgbtmp[2], "TC");
3544 sprintf(srgbtmp[3], "TD");
3545 dcl_td = TRUE;
3546 break;
3547 case 1:
3548 sprintf(srgbtmp[1], "TA");
3549 sprintf(srgbtmp[2], "TB");
3550 sprintf(srgbtmp[3], "TC");
3551 break;
3552 case 2:
3553 sprintf(srgbtmp[2], "TA");
3554 sprintf(srgbtmp[3], "TB");
3555 break;
3556 case 3:
3557 sprintf(srgbtmp[3], "TA");
3558 break;
3559 case 4:
3560 break;
3563 /* Create the hw ARB shader */
3564 memset(&priv_ctx, 0, sizeof(priv_ctx));
3565 priv_ctx.cur_ps_args = args;
3566 priv_ctx.compiled_fprog = compiled;
3567 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3568 init_ps_input(shader, args, &priv_ctx);
3569 list_init(&priv_ctx.control_frames);
3570 priv_ctx.ps_post_process = args->super.srgb_correction;
3572 /* Avoid enabling NV_fragment_program* if we do not need it.
3574 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3575 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3576 * is faster than what we gain from using higher native instructions. There are some things though
3577 * that cannot be emulated. In that case enable the extensions.
3578 * If the extension is enabled, instruction handlers that support both ways will use it.
3580 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3581 * So enable the best we can get.
3583 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3584 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3586 want_nv_prog = TRUE;
3589 shader_addline(buffer, "!!ARBfp1.0\n");
3590 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3592 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3593 priv_ctx.target_version = NV3;
3595 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3597 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3598 priv_ctx.target_version = NV2;
3599 } else {
3600 if(want_nv_prog)
3602 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3603 * limits properly
3605 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3606 ERR("Try GLSL\n");
3608 priv_ctx.target_version = ARB;
3611 if (reg_maps->rt_mask > 1)
3613 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3616 if (reg_maps->shader_version.major < 3)
3618 switch (args->super.fog)
3620 case WINED3D_FFP_PS_FOG_OFF:
3621 break;
3622 case WINED3D_FFP_PS_FOG_LINEAR:
3623 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3625 custom_linear_fog = TRUE;
3626 priv_ctx.ps_post_process = TRUE;
3627 break;
3629 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3630 break;
3631 case WINED3D_FFP_PS_FOG_EXP:
3632 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3633 break;
3634 case WINED3D_FFP_PS_FOG_EXP2:
3635 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3636 break;
3640 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3641 * unused temps away(but occupies them for the whole shader if they're used once). Always
3642 * declaring them avoids tricky bookkeeping work
3644 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3645 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3646 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3647 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3648 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3649 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3650 wined3d_ftoa(eps, ftoa_tmp);
3651 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3653 if (reg_maps->shader_version.major < 2)
3655 strcpy(fragcolor, "R0");
3657 else
3659 if (priv_ctx.ps_post_process)
3661 if (shader->u.ps.color0_mov)
3663 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3665 else
3667 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3668 strcpy(fragcolor, "TMP_COLOR");
3670 } else {
3671 strcpy(fragcolor, "result.color");
3675 if (args->super.srgb_correction)
3677 shader_addline(buffer, "PARAM srgb_consts0 = ");
3678 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
3679 shader_addline(buffer, ";\n");
3680 shader_addline(buffer, "PARAM srgb_consts1 = ");
3681 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
3682 shader_addline(buffer, ";\n");
3685 /* Base Declarations */
3686 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3688 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3690 unsigned char bump_const;
3692 if (!(map & 1)) continue;
3694 bump_const = compiled->numbumpenvmatconsts;
3695 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3696 compiled->bumpenvmatconst[bump_const].texunit = i;
3697 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3698 compiled->luminanceconst[bump_const].texunit = i;
3700 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3701 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3702 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3703 * textures due to conditional NP2 restrictions)
3705 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3706 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3707 * their location is shader dependent anyway and they cannot be loaded globally.
3709 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3710 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3711 i, compiled->bumpenvmatconst[bump_const].const_num);
3712 compiled->numbumpenvmatconsts = bump_const + 1;
3714 if (!(reg_maps->luminanceparams & (1u << i)))
3715 continue;
3717 compiled->luminanceconst[bump_const].const_num = next_local++;
3718 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3719 i, compiled->luminanceconst[bump_const].const_num);
3722 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
3724 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3725 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
3727 const DWORD *control_values = find_loop_control_values(shader, i);
3729 if(control_values)
3731 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3732 control_values[0], control_values[1], control_values[2]);
3734 else
3736 compiled->int_consts[i] = next_local;
3737 compiled->num_int_consts++;
3738 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3743 if(reg_maps->vpos || reg_maps->usesdsy)
3745 compiled->ycorrection = next_local;
3746 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3748 if(reg_maps->vpos)
3750 shader_addline(buffer, "TEMP vpos;\n");
3751 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3752 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3753 * ycorrection.z: 1.0
3754 * ycorrection.w: 0.0
3756 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3757 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3760 else
3762 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3765 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3766 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3767 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3768 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3769 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3770 * shader compilation errors and the subsequent errors when drawing with this shader. */
3771 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3772 unsigned char cur_fixup_sampler = 0;
3774 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3775 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3776 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3778 fixup->offset = next_local;
3779 fixup->super.active = 0;
3781 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3783 if (!(map & (1u << i)))
3784 continue;
3786 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts)
3788 fixup->super.active |= (1u << i);
3789 fixup->super.idx[i] = cur_fixup_sampler++;
3791 else
3793 FIXME("No free constant found to load NP2 fixup data into shader. "
3794 "Sampling from this texture will probably look wrong.\n");
3795 break;
3799 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3800 if (fixup->super.num_consts) {
3801 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3802 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3806 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3808 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3811 /* Base Shader Body */
3812 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
3813 return 0;
3815 if(args->super.srgb_correction) {
3816 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3817 priv_ctx.target_version >= NV2);
3820 if (custom_linear_fog)
3821 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3823 if(strcmp(fragcolor, "result.color")) {
3824 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3826 shader_addline(buffer, "END\n");
3828 /* TODO: change to resource.glObjectHandle or something like that */
3829 GL_EXTCALL(glGenProgramsARB(1, &retval));
3831 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3832 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3834 TRACE("Created hw pixel shader, prg=%d\n", retval);
3835 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3836 return 0;
3838 return retval;
3841 static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3843 unsigned int i;
3844 int ret;
3846 if (sig1->element_count != sig2->element_count)
3847 return sig1->element_count < sig2->element_count ? -1 : 1;
3849 for (i = 0; i < sig1->element_count; ++i)
3851 const struct wined3d_shader_signature_element *e1, *e2;
3853 e1 = &sig1->elements[i];
3854 e2 = &sig2->elements[i];
3856 if (!e1->semantic_name || !e2->semantic_name)
3858 /* Compare pointers, not contents. One string is NULL (element
3859 * does not exist), the other one is not NULL. */
3860 if (e1->semantic_name != e2->semantic_name)
3861 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3862 continue;
3865 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3866 return ret;
3867 if (e1->semantic_idx != e2->semantic_idx)
3868 return e1->semantic_idx < e2->semantic_idx ? -1 : 1;
3869 if (e1->sysval_semantic != e2->sysval_semantic)
3870 return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1;
3871 if (e1->component_type != e2->component_type)
3872 return e1->component_type < e2->component_type ? -1 : 1;
3873 if (e1->register_idx != e2->register_idx)
3874 return e1->register_idx < e2->register_idx ? -1 : 1;
3875 if (e1->mask != e2->mask)
3876 return e1->mask < e2->mask ? -1 : 1;
3878 return 0;
3881 static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
3883 unsigned int i;
3884 char *name;
3886 new->element_count = sig->element_count;
3887 new->elements = wined3d_calloc(new->element_count, sizeof(*new->elements));
3888 for (i = 0; i < sig->element_count; ++i)
3890 new->elements[i] = sig->elements[i];
3892 if (!new->elements[i].semantic_name)
3893 continue;
3895 /* Clone the semantic string */
3896 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig->elements[i].semantic_name) + 1);
3897 strcpy(name, sig->elements[i].semantic_name);
3898 new->elements[i].semantic_name = name;
3902 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
3904 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3905 struct ps_signature *found_sig;
3907 if (entry)
3909 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3910 TRACE("Found existing signature %u\n", found_sig->idx);
3911 return found_sig->idx;
3913 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*found_sig));
3914 clone_sig(&found_sig->sig, sig);
3915 found_sig->idx = priv->ps_sig_number++;
3916 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3917 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3919 ERR("Failed to insert program entry.\n");
3921 return found_sig->idx;
3924 static void init_output_registers(const struct wined3d_shader *shader,
3925 const struct wined3d_shader_signature *ps_input_sig,
3926 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3928 unsigned int i, j;
3929 static const char * const texcoords[8] =
3931 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3932 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3934 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3935 * and varying 9 to result.color.secondary
3937 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3939 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3940 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3941 "result.color.primary", "result.color.secondary"
3944 if (!ps_input_sig)
3946 TRACE("Pixel shader uses builtin varyings\n");
3947 /* Map builtins to builtins */
3948 for(i = 0; i < 8; i++)
3950 priv_ctx->texcrd_output[i] = texcoords[i];
3952 priv_ctx->color_output[0] = "result.color.primary";
3953 priv_ctx->color_output[1] = "result.color.secondary";
3954 priv_ctx->fog_output = "TMP_FOGCOORD";
3956 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3957 for (i = 0; i < shader->output_signature.element_count; ++i)
3959 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
3961 if (!output->semantic_name)
3962 continue;
3964 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
3966 TRACE("o%u is TMP_OUT\n", output->register_idx);
3967 if (!output->semantic_idx)
3968 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
3969 else
3970 priv_ctx->vs_output[output->register_idx] = "TA";
3972 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
3974 TRACE("o%u is result.pointsize\n", output->register_idx);
3975 if (!output->semantic_idx)
3976 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
3977 else
3978 priv_ctx->vs_output[output->register_idx] = "TA";
3980 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
3982 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
3983 if (!output->semantic_idx)
3984 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
3985 else if (output->semantic_idx == 1)
3986 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
3987 else priv_ctx->vs_output[output->register_idx] = "TA";
3989 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3991 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
3992 if (output->semantic_idx >= 8)
3993 priv_ctx->vs_output[output->register_idx] = "TA";
3994 else
3995 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
3997 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
3999 TRACE("o%u is result.fogcoord\n", output->register_idx);
4000 if (output->semantic_idx > 0)
4001 priv_ctx->vs_output[output->register_idx] = "TA";
4002 else
4003 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
4005 else
4007 priv_ctx->vs_output[output->register_idx] = "TA";
4010 return;
4013 TRACE("Pixel shader uses declared varyings\n");
4015 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4016 for(i = 0; i < 8; i++)
4018 priv_ctx->texcrd_output[i] = "TA";
4020 priv_ctx->color_output[0] = "TA";
4021 priv_ctx->color_output[1] = "TA";
4022 priv_ctx->fog_output = "TA";
4024 for (i = 0; i < ps_input_sig->element_count; ++i)
4026 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4028 if (!input->semantic_name)
4029 continue;
4031 /* If a declared input register is not written by builtin arguments, don't write to it.
4032 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4034 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4035 * to TMP_OUT in any case
4037 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4039 if (input->semantic_idx < 8)
4040 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4042 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4044 if (input->semantic_idx < 2)
4045 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4047 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4049 if (!input->semantic_idx)
4050 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4052 else
4054 continue;
4057 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4058 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4060 compiled->need_color_unclamp = TRUE;
4064 /* Map declared to declared */
4065 for (i = 0; i < shader->output_signature.element_count; ++i)
4067 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4069 /* Write unread output to TA to throw them away */
4070 priv_ctx->vs_output[output->register_idx] = "TA";
4072 if (!output->semantic_name)
4073 continue;
4075 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
4077 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4078 continue;
4080 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
4082 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4083 continue;
4086 for (j = 0; j < ps_input_sig->element_count; ++j)
4088 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4090 if (!input->semantic_name)
4091 continue;
4093 if (!strcmp(input->semantic_name, output->semantic_name)
4094 && input->semantic_idx == output->semantic_idx)
4096 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4098 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4099 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4101 compiled->need_color_unclamp = TRUE;
4108 /* Context activation is done by the caller. */
4109 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4110 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4111 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4112 const struct wined3d_shader_signature *ps_input_sig)
4114 const struct arb_vshader_private *shader_data = shader->backend_data;
4115 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4116 struct shader_arb_priv *priv = shader->device->shader_priv;
4117 GLuint ret;
4118 DWORD next_local = 0;
4119 struct shader_arb_ctx_priv priv_ctx;
4120 unsigned int i;
4122 memset(&priv_ctx, 0, sizeof(priv_ctx));
4123 priv_ctx.cur_vs_args = args;
4124 list_init(&priv_ctx.control_frames);
4125 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4127 /* Create the hw ARB shader */
4128 shader_addline(buffer, "!!ARBvp1.0\n");
4130 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4131 * mesurable performance penalty, and we can always make use of it for clipplanes.
4133 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4135 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4136 priv_ctx.target_version = NV3;
4137 shader_addline(buffer, "ADDRESS aL;\n");
4139 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4141 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4142 priv_ctx.target_version = NV2;
4143 shader_addline(buffer, "ADDRESS aL;\n");
4144 } else {
4145 priv_ctx.target_version = ARB;
4148 shader_addline(buffer, "TEMP TMP_OUT;\n");
4149 if (reg_maps->fog)
4150 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4151 if (need_helper_const(shader_data, reg_maps, gl_info))
4153 char ftoa_tmp[17];
4154 wined3d_ftoa(eps, ftoa_tmp);
4155 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4157 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4159 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4160 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4163 shader_addline(buffer, "TEMP TA;\n");
4164 shader_addline(buffer, "TEMP TB;\n");
4166 /* Base Declarations */
4167 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4168 &priv_ctx.vs_clipplanes, &priv_ctx);
4170 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4172 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4173 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
4175 const DWORD *control_values = find_loop_control_values(shader, i);
4177 if(control_values)
4179 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4180 control_values[0], control_values[1], control_values[2]);
4182 else
4184 compiled->int_consts[i] = next_local;
4185 compiled->num_int_consts++;
4186 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4191 /* We need a constant to fixup the final position */
4192 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4193 compiled->pos_fixup = next_local++;
4195 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4196 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4197 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4198 * a replacement shader depend on the texcoord.w being set properly.
4200 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4201 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4202 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4203 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4204 * this can eat a number of instructions, so skip it unless this cap is set as well
4206 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4208 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4209 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4211 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4213 int i;
4214 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4215 for(i = 0; i < MAX_REG_TEXCRD; i++)
4217 if (reg_maps->u.texcoord_mask[i] && reg_maps->u.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4218 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4223 /* The shader starts with the main function */
4224 priv_ctx.in_main_func = TRUE;
4225 /* Base Shader Body */
4226 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
4227 return -1;
4229 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4230 shader_data, args, reg_maps, gl_info, buffer);
4232 shader_addline(buffer, "END\n");
4234 /* TODO: change to resource.glObjectHandle or something like that */
4235 GL_EXTCALL(glGenProgramsARB(1, &ret));
4237 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4238 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4240 TRACE("Created hw vertex shader, prg=%d\n", ret);
4241 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4242 return -1;
4244 return ret;
4247 /* Context activation is done by the caller. */
4248 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4249 const struct arb_ps_compile_args *args)
4251 struct wined3d_device *device = shader->device;
4252 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4253 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4254 UINT i;
4255 DWORD new_size;
4256 struct arb_ps_compiled_shader *new_array;
4257 struct wined3d_string_buffer buffer;
4258 struct arb_pshader_private *shader_data;
4259 GLuint ret;
4261 if (!shader->backend_data)
4263 struct shader_arb_priv *priv = device->shader_priv;
4265 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4266 shader_data = shader->backend_data;
4267 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4269 if (shader->reg_maps.shader_version.major < 3)
4270 shader_data->input_signature_idx = ~0U;
4271 else
4272 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4274 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4276 if (!d3d_info->vs_clipping)
4277 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4278 d3d_info->limits.ffp_blend_stages - 1);
4279 else
4280 shader_data->clipplane_emulation = ~0U;
4282 shader_data = shader->backend_data;
4284 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4285 * so a linear search is more performant than a hashmap or a binary search
4286 * (cache coherency etc)
4288 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4290 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4291 return &shader_data->gl_shaders[i];
4294 TRACE("No matching GL shader found, compiling a new shader\n");
4295 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4296 if (shader_data->num_gl_shaders)
4298 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4299 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4300 new_size * sizeof(*shader_data->gl_shaders));
4301 } else {
4302 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4303 new_size = 1;
4306 if(!new_array) {
4307 ERR("Out of memory\n");
4308 return 0;
4310 shader_data->gl_shaders = new_array;
4311 shader_data->shader_array_size = new_size;
4314 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4316 pixelshader_update_resource_types(shader, args->super.tex_types);
4318 if (!string_buffer_init(&buffer))
4320 ERR("Failed to initialize shader buffer.\n");
4321 return 0;
4324 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4325 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4326 string_buffer_free(&buffer);
4327 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4329 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4332 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4333 const DWORD use_map, BOOL skip_int) {
4334 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4335 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4336 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4337 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4338 if(stored->ps_signature != new->ps_signature) return FALSE;
4339 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4340 if(skip_int) return TRUE;
4342 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4345 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4346 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4347 const struct wined3d_shader_signature *ps_input_sig)
4349 UINT i;
4350 DWORD new_size;
4351 struct arb_vs_compiled_shader *new_array;
4352 struct wined3d_string_buffer buffer;
4353 struct arb_vshader_private *shader_data;
4354 GLuint ret;
4356 if (!shader->backend_data)
4358 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4360 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4361 shader_data = shader->backend_data;
4363 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4364 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4366 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4368 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4369 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4370 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4372 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4373 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4374 else if (reg_maps->max_rel_offset > 63)
4375 shader_data->rel_offset = reg_maps->min_rel_offset;
4378 shader_data = shader->backend_data;
4380 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4381 * so a linear search is more performant than a hashmap or a binary search
4382 * (cache coherency etc)
4384 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4385 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4386 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4388 return &shader_data->gl_shaders[i];
4392 TRACE("No matching GL shader found, compiling a new shader\n");
4394 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4395 if (shader_data->num_gl_shaders)
4397 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4398 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4399 new_size * sizeof(*shader_data->gl_shaders));
4400 } else {
4401 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4402 new_size = 1;
4405 if(!new_array) {
4406 ERR("Out of memory\n");
4407 return 0;
4409 shader_data->gl_shaders = new_array;
4410 shader_data->shader_array_size = new_size;
4413 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4415 if (!string_buffer_init(&buffer))
4417 ERR("Failed to initialize shader buffer.\n");
4418 return 0;
4421 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4422 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4423 ps_input_sig);
4424 string_buffer_free(&buffer);
4425 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4427 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4430 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4431 const struct wined3d_context *context, const struct wined3d_shader *shader,
4432 struct arb_ps_compile_args *args)
4434 const struct wined3d_gl_info *gl_info = context->gl_info;
4435 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4436 int i;
4437 WORD int_skip;
4439 find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, context);
4441 /* This forces all local boolean constants to 1 to make them stateblock independent */
4442 args->bools = shader->reg_maps.local_bool_consts;
4444 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4446 if (state->ps_consts_b[i])
4447 args->bools |= ( 1u << i);
4450 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4451 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4452 * duplicate the shader than have a no-op KIL instruction in every shader
4454 if (!d3d_info->vs_clipping && use_vs(state)
4455 && state->render_states[WINED3D_RS_CLIPPING]
4456 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4457 args->clip = 1;
4458 else
4459 args->clip = 0;
4461 /* Skip if unused or local, or supported natively */
4462 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4463 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4465 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4466 return;
4469 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4471 if (int_skip & (1u << i))
4473 args->loop_ctrl[i][0] = 0;
4474 args->loop_ctrl[i][1] = 0;
4475 args->loop_ctrl[i][2] = 0;
4477 else
4479 args->loop_ctrl[i][0] = state->ps_consts_i[i].x;
4480 args->loop_ctrl[i][1] = state->ps_consts_i[i].y;
4481 args->loop_ctrl[i][2] = state->ps_consts_i[i].z;
4486 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4487 const struct wined3d_context *context, const struct wined3d_shader *shader,
4488 struct arb_vs_compile_args *args)
4490 const struct wined3d_device *device = shader->device;
4491 const struct wined3d_adapter *adapter = device->adapter;
4492 const struct wined3d_gl_info *gl_info = context->gl_info;
4493 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4494 int i;
4495 WORD int_skip;
4497 find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super, d3d_info);
4499 args->clip.boolclip_compare = 0;
4500 if (use_ps(state))
4502 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4503 const struct arb_pshader_private *shader_priv = ps->backend_data;
4504 args->ps_signature = shader_priv->input_signature_idx;
4506 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4508 else
4510 args->ps_signature = ~0;
4511 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4512 args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0;
4513 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4516 if (args->clip.boolclip.clip_texcoord)
4518 if (state->render_states[WINED3D_RS_CLIPPING])
4519 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4520 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4523 /* This forces all local boolean constants to 1 to make them stateblock independent */
4524 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4525 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4526 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4528 if (state->vs_consts_b[i])
4529 args->clip.boolclip.bools |= (1u << i);
4532 args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0];
4533 args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1];
4534 args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2];
4535 args->vertex.samplers[3] = 0;
4537 /* Skip if unused or local */
4538 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4539 /* This is about flow control, not clipping. */
4540 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4542 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4543 return;
4546 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4548 if (int_skip & (1u << i))
4550 args->loop_ctrl[i][0] = 0;
4551 args->loop_ctrl[i][1] = 0;
4552 args->loop_ctrl[i][2] = 0;
4554 else
4556 args->loop_ctrl[i][0] = state->vs_consts_i[i].x;
4557 args->loop_ctrl[i][1] = state->vs_consts_i[i].y;
4558 args->loop_ctrl[i][2] = state->vs_consts_i[i].z;
4563 /* Context activation is done by the caller. */
4564 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4565 const struct wined3d_state *state)
4567 struct shader_arb_priv *priv = shader_priv;
4568 const struct wined3d_gl_info *gl_info = context->gl_info;
4569 int i;
4571 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4572 if (use_ps(state))
4574 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4575 struct arb_ps_compile_args compile_args;
4576 struct arb_ps_compiled_shader *compiled;
4578 TRACE("Using pixel shader %p.\n", ps);
4579 find_arb_ps_compile_args(state, context, ps, &compile_args);
4580 compiled = find_arb_pshader(ps, &compile_args);
4581 priv->current_fprogram_id = compiled->prgId;
4582 priv->compiled_fprog = compiled;
4584 /* Bind the fragment program */
4585 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4586 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4588 if (!priv->use_arbfp_fixed_func)
4589 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4591 /* Enable OpenGL fragment programs. */
4592 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4593 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4595 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4597 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4598 * a 1.x and newer shader, reload the first 8 constants
4600 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4602 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4603 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4604 for(i = 0; i < 8; i++)
4606 priv->pshader_const_dirty[i] = 1;
4608 /* Also takes care of loading local constants */
4609 shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
4611 else
4613 UINT rt_height = state->fb->render_targets[0]->height;
4614 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4617 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4618 if (compiled->np2fixup_info.super.active)
4619 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4621 if (ps->load_local_constsF)
4622 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4624 else
4626 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4628 /* Disable only if we're not using arbfp fixed function fragment
4629 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4630 * enabled, and the fixed function pipeline will bind the fixed
4631 * function replacement shader. */
4632 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4633 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4634 priv->current_fprogram_id = 0;
4636 priv->fragment_pipe->enable_extension(gl_info, TRUE);
4639 if (use_vs(state))
4641 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4642 struct arb_vs_compile_args compile_args;
4643 struct arb_vs_compiled_shader *compiled;
4644 const struct wined3d_shader_signature *ps_input_sig;
4646 TRACE("Using vertex shader %p\n", vs);
4647 find_arb_vs_compile_args(state, context, vs, &compile_args);
4649 /* Instead of searching for the signature in the signature list, read the one from the
4650 * current pixel shader. It's maybe not the shader where the signature came from, but it
4651 * is the same signature and faster to find. */
4652 if (compile_args.ps_signature == ~0U)
4653 ps_input_sig = NULL;
4654 else
4655 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4657 compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map,
4658 &compile_args, ps_input_sig);
4659 priv->current_vprogram_id = compiled->prgId;
4660 priv->compiled_vprog = compiled;
4662 /* Bind the vertex program */
4663 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4664 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4666 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4668 /* Enable OpenGL vertex programs */
4669 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4670 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4671 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4672 shader_arb_vs_local_constants(compiled, context, state);
4674 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4675 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4677 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4679 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4680 checkGLcall("glClampColorARB");
4681 } else {
4682 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4686 if (vs->load_local_constsF)
4687 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4689 else
4691 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4693 priv->current_vprogram_id = 0;
4694 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4695 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4697 priv->vertex_pipe->vp_enable(gl_info, TRUE);
4701 static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context,
4702 const struct wined3d_state *state)
4704 ERR("Compute pipeline not supported by the ARB shader backend.\n");
4707 /* Context activation is done by the caller. */
4708 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4710 const struct wined3d_gl_info *gl_info = context->gl_info;
4711 struct shader_arb_priv *priv = shader_priv;
4713 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4715 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4716 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4717 priv->current_fprogram_id = 0;
4719 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4721 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4723 priv->current_vprogram_id = 0;
4724 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4725 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4727 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4729 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4731 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4732 checkGLcall("glClampColorARB");
4733 priv->last_vs_color_unclamp = FALSE;
4736 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
4737 | (1u << WINED3D_SHADER_TYPE_VERTEX)
4738 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
4739 | (1u << WINED3D_SHADER_TYPE_HULL)
4740 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
4741 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
4744 static void shader_arb_destroy(struct wined3d_shader *shader)
4746 struct wined3d_device *device = shader->device;
4747 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4749 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4751 struct arb_pshader_private *shader_data = shader->backend_data;
4752 UINT i;
4754 if(!shader_data) return; /* This can happen if a shader was never compiled */
4756 if (shader_data->num_gl_shaders)
4758 struct wined3d_context *context = context_acquire(device, NULL, 0);
4760 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4762 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4763 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4766 context_release(context);
4769 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4770 HeapFree(GetProcessHeap(), 0, shader_data);
4771 shader->backend_data = NULL;
4773 else
4775 struct arb_vshader_private *shader_data = shader->backend_data;
4776 UINT i;
4778 if(!shader_data) return; /* This can happen if a shader was never compiled */
4780 if (shader_data->num_gl_shaders)
4782 struct wined3d_context *context = context_acquire(device, NULL, 0);
4784 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4786 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4787 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4790 context_release(context);
4793 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4794 HeapFree(GetProcessHeap(), 0, shader_data);
4795 shader->backend_data = NULL;
4799 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4801 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4802 return compare_sig(key, &e->sig);
4805 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4806 const struct fragment_pipeline *fragment_pipe)
4808 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4809 struct fragment_caps fragment_caps;
4810 void *vertex_priv, *fragment_priv;
4811 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4813 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4815 ERR("Failed to initialize vertex pipe.\n");
4816 HeapFree(GetProcessHeap(), 0, priv);
4817 return E_FAIL;
4820 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4822 ERR("Failed to initialize fragment pipe.\n");
4823 vertex_pipe->vp_free(device);
4824 HeapFree(GetProcessHeap(), 0, priv);
4825 return E_FAIL;
4828 memset(priv->vshader_const_dirty, 1,
4829 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4830 memset(priv->pshader_const_dirty, 1,
4831 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4833 wine_rb_init(&priv->signature_tree, sig_tree_compare);
4835 priv->vertex_pipe = vertex_pipe;
4836 priv->fragment_pipe = fragment_pipe;
4837 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4838 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4840 device->vertex_priv = vertex_priv;
4841 device->fragment_priv = fragment_priv;
4842 device->shader_priv = priv;
4844 return WINED3D_OK;
4847 static void release_signature(struct wine_rb_entry *entry, void *context)
4849 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4850 unsigned int i;
4852 for (i = 0; i < sig->sig.element_count; ++i)
4854 HeapFree(GetProcessHeap(), 0, (char *)sig->sig.elements[i].semantic_name);
4856 HeapFree(GetProcessHeap(), 0, sig->sig.elements);
4857 HeapFree(GetProcessHeap(), 0, sig);
4860 /* Context activation is done by the caller. */
4861 static void shader_arb_free(struct wined3d_device *device)
4863 struct shader_arb_priv *priv = device->shader_priv;
4865 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4866 priv->fragment_pipe->free_private(device);
4867 priv->vertex_pipe->vp_free(device);
4868 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4871 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
4873 return TRUE;
4876 static void shader_arb_free_context_data(struct wined3d_context *context)
4878 struct shader_arb_priv *priv;
4880 priv = context->device->shader_priv;
4881 if (priv->last_context == context)
4882 priv->last_context = NULL;
4885 static void shader_arb_init_context_state(struct wined3d_context *context) {}
4887 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4889 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4891 DWORD vs_consts;
4892 UINT vs_version;
4894 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4895 * for vertex programs. If the native limit is less than that it's
4896 * not very useful, and e.g. Mesa swrast returns 0, probably to
4897 * indicate it's a software implementation. */
4898 if (gl_info->limits.arb_vs_native_constants < 96)
4899 vs_consts = gl_info->limits.arb_vs_float_constants;
4900 else
4901 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4903 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4905 vs_version = 3;
4906 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4908 else if (vs_consts >= 256)
4910 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4911 vs_version = 2;
4912 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4914 else
4916 vs_version = 1;
4917 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4919 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
4920 caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, vs_consts);
4922 else
4924 caps->vs_version = 0;
4925 caps->vs_uniform_count = 0;
4928 caps->hs_version = 0;
4929 caps->ds_version = 0;
4930 caps->gs_version = 0;
4931 caps->cs_version = 0;
4933 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4935 DWORD ps_consts;
4936 UINT ps_version;
4938 /* Similar as above for vertex programs, but the minimum for fragment
4939 * programs is 24. */
4940 if (gl_info->limits.arb_ps_native_constants < 24)
4941 ps_consts = gl_info->limits.arb_ps_float_constants;
4942 else
4943 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4945 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4947 ps_version = 3;
4948 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4950 else if (ps_consts >= 32)
4952 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4953 ps_version = 2;
4954 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4956 else
4958 ps_version = 1;
4959 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4961 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
4962 caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, ps_consts);
4963 caps->ps_1x_max_value = 8.0f;
4965 else
4967 caps->ps_version = 0;
4968 caps->ps_uniform_count = 0;
4969 caps->ps_1x_max_value = 0.0f;
4972 caps->varying_count = 0;
4973 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
4974 if (use_nv_clip(gl_info))
4975 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
4978 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4980 /* We support everything except complex conversions. */
4981 return !is_complex_fixup(fixup);
4984 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4985 DWORD shift;
4986 char write_mask[20], regstr[50];
4987 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4988 BOOL is_color = FALSE;
4989 const struct wined3d_shader_dst_param *dst;
4991 if (!ins->dst_count) return;
4993 dst = &ins->dst[0];
4994 shift = dst->shift;
4995 if (!shift) return; /* Saturate alone is handled by the instructions */
4997 shader_arb_get_write_mask(ins, dst, write_mask);
4998 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5000 /* Generate a line that does the output modifier computation
5001 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5002 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5004 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5005 regstr, write_mask, regstr, shift_tab[shift]);
5008 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5010 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5011 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5012 /* WINED3DSIH_AND */ NULL,
5013 /* WINED3DSIH_ATOMIC_AND */ NULL,
5014 /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL,
5015 /* WINED3DSIH_ATOMIC_IADD */ NULL,
5016 /* WINED3DSIH_ATOMIC_IMAX */ NULL,
5017 /* WINED3DSIH_ATOMIC_IMIN */ NULL,
5018 /* WINED3DSIH_ATOMIC_OR */ NULL,
5019 /* WINED3DSIH_ATOMIC_UMAX */ NULL,
5020 /* WINED3DSIH_ATOMIC_UMIN */ NULL,
5021 /* WINED3DSIH_ATOMIC_XOR */ NULL,
5022 /* WINED3DSIH_BEM */ pshader_hw_bem,
5023 /* WINED3DSIH_BFI */ NULL,
5024 /* WINED3DSIH_BFREV */ NULL,
5025 /* WINED3DSIH_BREAK */ shader_hw_break,
5026 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5027 /* WINED3DSIH_BREAKP */ NULL,
5028 /* WINED3DSIH_BUFINFO */ NULL,
5029 /* WINED3DSIH_CALL */ shader_hw_call,
5030 /* WINED3DSIH_CALLNZ */ NULL,
5031 /* WINED3DSIH_CASE */ NULL,
5032 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5033 /* WINED3DSIH_CND */ pshader_hw_cnd,
5034 /* WINED3DSIH_CONTINUE */ NULL,
5035 /* WINED3DSIH_CONTINUEP */ NULL,
5036 /* WINED3DSIH_COUNTBITS */ NULL,
5037 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5038 /* WINED3DSIH_CUT */ NULL,
5039 /* WINED3DSIH_CUT_STREAM */ NULL,
5040 /* WINED3DSIH_DCL */ shader_hw_nop,
5041 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5042 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL,
5043 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
5044 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL,
5045 /* WINED3DSIH_DCL_GS_INSTANCES */ NULL,
5046 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
5047 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL,
5048 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
5049 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
5050 /* WINED3DSIH_DCL_INDEX_RANGE */ NULL,
5051 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ NULL,
5052 /* WINED3DSIH_DCL_INPUT */ NULL,
5053 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
5054 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5055 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
5056 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
5057 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
5058 /* WINED3DSIH_DCL_INPUT_SGV */ NULL,
5059 /* WINED3DSIH_DCL_INPUT_SIV */ NULL,
5060 /* WINED3DSIH_DCL_INTERFACE */ NULL,
5061 /* WINED3DSIH_DCL_OUTPUT */ NULL,
5062 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
5063 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
5064 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5065 /* WINED3DSIH_DCL_RESOURCE_RAW */ NULL,
5066 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
5067 /* WINED3DSIH_DCL_SAMPLER */ NULL,
5068 /* WINED3DSIH_DCL_STREAM */ NULL,
5069 /* WINED3DSIH_DCL_TEMPS */ NULL,
5070 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
5071 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
5072 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
5073 /* WINED3DSIH_DCL_TGSM_RAW */ NULL,
5074 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
5075 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
5076 /* WINED3DSIH_DCL_UAV_RAW */ NULL,
5077 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL,
5078 /* WINED3DSIH_DCL_UAV_TYPED */ NULL,
5079 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5080 /* WINED3DSIH_DEF */ shader_hw_nop,
5081 /* WINED3DSIH_DEFAULT */ NULL,
5082 /* WINED3DSIH_DEFB */ shader_hw_nop,
5083 /* WINED3DSIH_DEFI */ shader_hw_nop,
5084 /* WINED3DSIH_DIV */ NULL,
5085 /* WINED3DSIH_DP2 */ NULL,
5086 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5087 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5088 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5089 /* WINED3DSIH_DST */ shader_hw_map2gl,
5090 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5091 /* WINED3DSIH_DSX_COARSE */ NULL,
5092 /* WINED3DSIH_DSX_FINE */ NULL,
5093 /* WINED3DSIH_DSY */ shader_hw_dsy,
5094 /* WINED3DSIH_DSY_COARSE */ NULL,
5095 /* WINED3DSIH_DSY_FINE */ NULL,
5096 /* WINED3DSIH_ELSE */ shader_hw_else,
5097 /* WINED3DSIH_EMIT */ NULL,
5098 /* WINED3DSIH_EMIT_STREAM */ NULL,
5099 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5100 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5101 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5102 /* WINED3DSIH_ENDSWITCH */ NULL,
5103 /* WINED3DSIH_EQ */ NULL,
5104 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5105 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5106 /* WINED3DSIH_F16TOF32 */ NULL,
5107 /* WINED3DSIH_F32TOF16 */ NULL,
5108 /* WINED3DSIH_FCALL */ NULL,
5109 /* WINED3DSIH_FIRSTBIT_HI */ NULL,
5110 /* WINED3DSIH_FIRSTBIT_LO */ NULL,
5111 /* WINED3DSIH_FIRSTBIT_SHI */ NULL,
5112 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5113 /* WINED3DSIH_FTOI */ NULL,
5114 /* WINED3DSIH_FTOU */ NULL,
5115 /* WINED3DSIH_GATHER4 */ NULL,
5116 /* WINED3DSIH_GATHER4_C */ NULL,
5117 /* WINED3DSIH_GATHER4_PO */ NULL,
5118 /* WINED3DSIH_GATHER4_PO_C */ NULL,
5119 /* WINED3DSIH_GE */ NULL,
5120 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
5121 /* WINED3DSIH_HS_DECLS */ NULL,
5122 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
5123 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
5124 /* WINED3DSIH_IADD */ NULL,
5125 /* WINED3DSIH_IBFE */ NULL,
5126 /* WINED3DSIH_IEQ */ NULL,
5127 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5128 /* WINED3DSIH_IFC */ shader_hw_ifc,
5129 /* WINED3DSIH_IGE */ NULL,
5130 /* WINED3DSIH_ILT */ NULL,
5131 /* WINED3DSIH_IMAD */ NULL,
5132 /* WINED3DSIH_IMAX */ NULL,
5133 /* WINED3DSIH_IMIN */ NULL,
5134 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL,
5135 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL,
5136 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL,
5137 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL,
5138 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL,
5139 /* WINED3DSIH_IMM_ATOMIC_IADD */ NULL,
5140 /* WINED3DSIH_IMM_ATOMIC_IMAX */ NULL,
5141 /* WINED3DSIH_IMM_ATOMIC_IMIN */ NULL,
5142 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL,
5143 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL,
5144 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL,
5145 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL,
5146 /* WINED3DSIH_IMUL */ NULL,
5147 /* WINED3DSIH_INE */ NULL,
5148 /* WINED3DSIH_INEG */ NULL,
5149 /* WINED3DSIH_ISHL */ NULL,
5150 /* WINED3DSIH_ISHR */ NULL,
5151 /* WINED3DSIH_ITOF */ NULL,
5152 /* WINED3DSIH_LABEL */ shader_hw_label,
5153 /* WINED3DSIH_LD */ NULL,
5154 /* WINED3DSIH_LD2DMS */ NULL,
5155 /* WINED3DSIH_LD_RAW */ NULL,
5156 /* WINED3DSIH_LD_STRUCTURED */ NULL,
5157 /* WINED3DSIH_LD_UAV_TYPED */ NULL,
5158 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5159 /* WINED3DSIH_LOD */ NULL,
5160 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5161 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5162 /* WINED3DSIH_LOOP */ shader_hw_loop,
5163 /* WINED3DSIH_LRP */ shader_hw_lrp,
5164 /* WINED3DSIH_LT */ NULL,
5165 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5166 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5167 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5168 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5169 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5170 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5171 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5172 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5173 /* WINED3DSIH_MOV */ shader_hw_mov,
5174 /* WINED3DSIH_MOVA */ shader_hw_mov,
5175 /* WINED3DSIH_MOVC */ NULL,
5176 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5177 /* WINED3DSIH_NE */ NULL,
5178 /* WINED3DSIH_NOP */ shader_hw_nop,
5179 /* WINED3DSIH_NOT */ NULL,
5180 /* WINED3DSIH_NRM */ shader_hw_nrm,
5181 /* WINED3DSIH_OR */ NULL,
5182 /* WINED3DSIH_PHASE */ shader_hw_nop,
5183 /* WINED3DSIH_POW */ shader_hw_pow,
5184 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5185 /* WINED3DSIH_REP */ shader_hw_rep,
5186 /* WINED3DSIH_RESINFO */ NULL,
5187 /* WINED3DSIH_RET */ shader_hw_ret,
5188 /* WINED3DSIH_RETP */ NULL,
5189 /* WINED3DSIH_ROUND_NE */ NULL,
5190 /* WINED3DSIH_ROUND_NI */ NULL,
5191 /* WINED3DSIH_ROUND_PI */ NULL,
5192 /* WINED3DSIH_ROUND_Z */ NULL,
5193 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5194 /* WINED3DSIH_SAMPLE */ NULL,
5195 /* WINED3DSIH_SAMPLE_B */ NULL,
5196 /* WINED3DSIH_SAMPLE_C */ NULL,
5197 /* WINED3DSIH_SAMPLE_C_LZ */ NULL,
5198 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5199 /* WINED3DSIH_SAMPLE_INFO */ NULL,
5200 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5201 /* WINED3DSIH_SAMPLE_POS */ NULL,
5202 /* WINED3DSIH_SETP */ NULL,
5203 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5204 /* WINED3DSIH_SGN */ shader_hw_sgn,
5205 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5206 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5207 /* WINED3DSIH_SQRT */ NULL,
5208 /* WINED3DSIH_STORE_RAW */ NULL,
5209 /* WINED3DSIH_STORE_STRUCTURED */ NULL,
5210 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
5211 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5212 /* WINED3DSIH_SWAPC */ NULL,
5213 /* WINED3DSIH_SWITCH */ NULL,
5214 /* WINED3DSIH_SYNC */ NULL,
5215 /* WINED3DSIH_TEX */ pshader_hw_tex,
5216 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5217 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5218 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5219 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5220 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5221 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5222 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5223 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5224 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5225 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5226 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5227 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5228 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5229 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5230 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5231 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5232 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5233 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5234 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5235 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5236 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5237 /* WINED3DSIH_UBFE */ NULL,
5238 /* WINED3DSIH_UDIV */ NULL,
5239 /* WINED3DSIH_UGE */ NULL,
5240 /* WINED3DSIH_ULT */ NULL,
5241 /* WINED3DSIH_UMAX */ NULL,
5242 /* WINED3DSIH_UMIN */ NULL,
5243 /* WINED3DSIH_UMUL */ NULL,
5244 /* WINED3DSIH_USHR */ NULL,
5245 /* WINED3DSIH_UTOF */ NULL,
5246 /* WINED3DSIH_XOR */ NULL,
5249 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5250 const struct wined3d_shader *shader, DWORD idx)
5252 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5253 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5254 const struct wined3d_shader_lconst *constant;
5255 WORD bools = 0;
5256 WORD flag = (1u << idx);
5257 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5259 if (reg_maps->local_bool_consts & flag)
5261 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5262 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5264 if (constant->idx == idx)
5266 return constant->value[0];
5269 ERR("Local constant not found\n");
5270 return FALSE;
5272 else
5274 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5275 else bools = priv->cur_ps_args->bools;
5276 return bools & flag;
5280 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5281 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5283 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5284 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5286 /* Integer constants can either be a local constant, or they can be stored in the shader
5287 * type specific compile args. */
5288 if (reg_maps->local_int_consts & (1u << idx))
5290 const struct wined3d_shader_lconst *constant;
5292 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5294 if (constant->idx == idx)
5296 loop_control->count = constant->value[0];
5297 loop_control->start = constant->value[1];
5298 /* Step is signed. */
5299 loop_control->step = (int)constant->value[2];
5300 return;
5303 /* If this happens the flag was set incorrectly */
5304 ERR("Local constant not found\n");
5305 loop_control->count = 0;
5306 loop_control->start = 0;
5307 loop_control->step = 0;
5308 return;
5311 switch (reg_maps->shader_version.type)
5313 case WINED3D_SHADER_TYPE_VERTEX:
5314 /* Count and aL start value are unsigned */
5315 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5316 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5317 /* Step is signed. */
5318 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5319 break;
5321 case WINED3D_SHADER_TYPE_PIXEL:
5322 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5323 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5324 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5325 break;
5327 default:
5328 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5329 break;
5333 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5335 unsigned int i;
5336 struct wined3d_shader_dst_param *dst_param;
5337 struct wined3d_shader_src_param *src_param = NULL, *rel_addr;
5338 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5339 if(!rec)
5341 ERR("Out of memory\n");
5342 return;
5345 rec->ins = *ins;
5346 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5347 if(!dst_param) goto free;
5348 *dst_param = *ins->dst;
5349 if (ins->dst->reg.idx[0].rel_addr)
5351 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5352 if (!rel_addr)
5353 goto free;
5354 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5355 dst_param->reg.idx[0].rel_addr = rel_addr;
5357 rec->ins.dst = dst_param;
5359 if (!(src_param = wined3d_calloc(ins->src_count, sizeof(*src_param))))
5360 goto free;
5361 for (i = 0; i < ins->src_count; ++i)
5363 src_param[i] = ins->src[i];
5364 if (ins->src[i].reg.idx[0].rel_addr)
5366 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5367 if (!rel_addr)
5368 goto free;
5369 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5370 src_param[i].reg.idx[0].rel_addr = rel_addr;
5373 rec->ins.src = src_param;
5374 list_add_tail(list, &rec->entry);
5375 return;
5377 free:
5378 ERR("Out of memory\n");
5379 if(dst_param)
5381 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5382 HeapFree(GetProcessHeap(), 0, dst_param);
5384 if(src_param)
5386 for(i = 0; i < ins->src_count; i++)
5388 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5390 HeapFree(GetProcessHeap(), 0, src_param);
5392 HeapFree(GetProcessHeap(), 0, rec);
5395 static void free_recorded_instruction(struct list *list)
5397 struct recorded_instruction *rec_ins, *entry2;
5398 unsigned int i;
5400 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5402 list_remove(&rec_ins->entry);
5403 if (rec_ins->ins.dst)
5405 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5406 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5408 if (rec_ins->ins.src)
5410 for (i = 0; i < rec_ins->ins.src_count; ++i)
5412 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5414 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5416 HeapFree(GetProcessHeap(), 0, rec_ins);
5420 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5422 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5423 struct control_frame *control_frame;
5425 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5427 struct list *e = list_head(&priv->control_frames);
5428 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5429 list_remove(&control_frame->entry);
5430 HeapFree(GetProcessHeap(), 0, control_frame);
5431 priv->loop_depth--;
5433 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5435 /* Non-ifc ENDIFs were already handled previously. */
5436 struct list *e = list_head(&priv->control_frames);
5437 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5438 list_remove(&control_frame->entry);
5439 HeapFree(GetProcessHeap(), 0, control_frame);
5443 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5444 SHADER_HANDLER hw_fct;
5445 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5446 const struct wined3d_shader *shader = ins->ctx->shader;
5447 struct control_frame *control_frame;
5448 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5449 BOOL bool_const;
5451 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5453 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5454 list_add_head(&priv->control_frames, &control_frame->entry);
5456 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5457 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5459 if(priv->target_version >= NV2)
5461 control_frame->no.loop = priv->num_loops++;
5462 priv->loop_depth++;
5464 else
5466 /* Don't bother recording when we're in a not used if branch */
5467 if(priv->muted)
5469 return;
5472 if(!priv->recording)
5474 list_init(&priv->record);
5475 priv->recording = TRUE;
5476 control_frame->outer_loop = TRUE;
5477 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5478 return; /* Instruction is handled */
5480 /* Record this loop in the outer loop's recording */
5483 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5485 if(priv->target_version >= NV2)
5487 /* Nothing to do. The control frame is popped after the HW instr handler */
5489 else
5491 struct list *e = list_head(&priv->control_frames);
5492 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5493 list_remove(&control_frame->entry);
5495 if(control_frame->outer_loop)
5497 unsigned int iteration;
5498 int aL = 0;
5499 struct list copy;
5501 /* Turn off recording before playback */
5502 priv->recording = FALSE;
5504 /* Move the recorded instructions to a separate list and get them out of the private data
5505 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5506 * be recorded again, thus priv->record might be overwritten
5508 list_init(&copy);
5509 list_move_tail(&copy, &priv->record);
5510 list_init(&priv->record);
5512 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5514 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5515 control_frame->loop_control.count, control_frame->loop_control.start,
5516 control_frame->loop_control.step);
5517 aL = control_frame->loop_control.start;
5519 else
5521 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5524 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5526 struct recorded_instruction *rec_ins;
5527 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5529 priv->aL = aL;
5530 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5532 else
5534 shader_addline(buffer, "#Iteration %u\n", iteration);
5537 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5539 shader_arb_handle_instruction(&rec_ins->ins);
5542 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5544 aL += control_frame->loop_control.step;
5547 shader_addline(buffer, "#end loop/rep\n");
5549 free_recorded_instruction(&copy);
5550 HeapFree(GetProcessHeap(), 0, control_frame);
5551 return; /* Instruction is handled */
5553 else
5555 /* This is a nested loop. Proceed to the normal recording function */
5556 HeapFree(GetProcessHeap(), 0, control_frame);
5561 if(priv->recording)
5563 record_instruction(&priv->record, ins);
5564 return;
5567 /* boolean if */
5568 if(ins->handler_idx == WINED3DSIH_IF)
5570 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5571 list_add_head(&priv->control_frames, &control_frame->entry);
5572 control_frame->type = IF;
5574 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5575 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5576 bool_const = !bool_const;
5577 if (!priv->muted && !bool_const)
5579 shader_addline(buffer, "#if(FALSE){\n");
5580 priv->muted = TRUE;
5581 control_frame->muting = TRUE;
5583 else shader_addline(buffer, "#if(TRUE) {\n");
5585 return; /* Instruction is handled */
5587 else if(ins->handler_idx == WINED3DSIH_IFC)
5589 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5590 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5591 control_frame->type = IFC;
5592 control_frame->no.ifc = priv->num_ifcs++;
5593 list_add_head(&priv->control_frames, &control_frame->entry);
5595 else if(ins->handler_idx == WINED3DSIH_ELSE)
5597 struct list *e = list_head(&priv->control_frames);
5598 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5600 if(control_frame->type == IF)
5602 shader_addline(buffer, "#} else {\n");
5603 if(!priv->muted && !control_frame->muting)
5605 priv->muted = TRUE;
5606 control_frame->muting = TRUE;
5608 else if(control_frame->muting) priv->muted = FALSE;
5609 return; /* Instruction is handled. */
5611 /* In case of an ifc, generate a HW shader instruction */
5612 if (control_frame->type != IFC)
5613 ERR("Control frame does not match.\n");
5615 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5617 struct list *e = list_head(&priv->control_frames);
5618 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5620 if(control_frame->type == IF)
5622 shader_addline(buffer, "#} endif\n");
5623 if(control_frame->muting) priv->muted = FALSE;
5624 list_remove(&control_frame->entry);
5625 HeapFree(GetProcessHeap(), 0, control_frame);
5626 return; /* Instruction is handled */
5628 /* In case of an ifc, generate a HW shader instruction */
5629 if (control_frame->type != IFC)
5630 ERR("Control frame does not match.\n");
5633 if(priv->muted)
5635 pop_control_frame(ins);
5636 return;
5639 /* Select handler */
5640 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5642 /* Unhandled opcode */
5643 if (!hw_fct)
5645 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
5646 return;
5648 hw_fct(ins);
5650 pop_control_frame(ins);
5652 shader_arb_add_instruction_modifiers(ins);
5655 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5657 struct shader_arb_priv *priv = shader_priv;
5659 return priv->ffp_proj_control;
5662 static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {}
5664 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5666 shader_arb_handle_instruction,
5667 shader_arb_precompile,
5668 shader_arb_select,
5669 shader_arb_select_compute,
5670 shader_arb_disable,
5671 shader_arb_update_float_vertex_constants,
5672 shader_arb_update_float_pixel_constants,
5673 shader_arb_load_constants,
5674 shader_arb_destroy,
5675 shader_arb_alloc,
5676 shader_arb_free,
5677 shader_arb_allocate_context_data,
5678 shader_arb_free_context_data,
5679 shader_arb_init_context_state,
5680 shader_arb_get_caps,
5681 shader_arb_color_fixup_supported,
5682 shader_arb_has_ffp_proj_control,
5685 /* ARB_fragment_program fixed function pipeline replacement definitions */
5686 #define ARB_FFP_CONST_TFACTOR 0
5687 #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5688 #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5689 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5690 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5691 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5692 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5694 struct arbfp_ffp_desc
5696 struct ffp_frag_desc parent;
5697 GLuint shader;
5700 /* Context activation is done by the caller. */
5701 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5703 if (enable)
5705 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5706 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5708 else
5710 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5711 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5715 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5717 struct shader_arb_priv *priv;
5719 /* Share private data between the shader backend and the pipeline
5720 * replacement, if both are the arb implementation. This is needed to
5721 * figure out whether ARBfp should be disabled if no pixel shader is bound
5722 * or not. */
5723 if (shader_backend == &arb_program_shader_backend)
5724 priv = shader_priv;
5725 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5726 return NULL;
5728 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
5729 priv->use_arbfp_fixed_func = TRUE;
5731 return priv;
5734 /* Context activation is done by the caller. */
5735 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5737 const struct wined3d_gl_info *gl_info = context;
5738 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5740 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5741 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5742 HeapFree(GetProcessHeap(), 0, entry_arb);
5745 /* Context activation is done by the caller. */
5746 static void arbfp_free(struct wined3d_device *device)
5748 struct shader_arb_priv *priv = device->fragment_priv;
5750 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5751 priv->use_arbfp_fixed_func = FALSE;
5753 if (device->shader_backend != &arb_program_shader_backend)
5755 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5759 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5761 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5762 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5763 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
5764 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5765 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5766 WINED3DTEXOPCAPS_SELECTARG1 |
5767 WINED3DTEXOPCAPS_SELECTARG2 |
5768 WINED3DTEXOPCAPS_MODULATE4X |
5769 WINED3DTEXOPCAPS_MODULATE2X |
5770 WINED3DTEXOPCAPS_MODULATE |
5771 WINED3DTEXOPCAPS_ADDSIGNED2X |
5772 WINED3DTEXOPCAPS_ADDSIGNED |
5773 WINED3DTEXOPCAPS_ADD |
5774 WINED3DTEXOPCAPS_SUBTRACT |
5775 WINED3DTEXOPCAPS_ADDSMOOTH |
5776 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5777 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5778 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5779 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5780 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5781 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5782 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5783 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5784 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5785 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5786 WINED3DTEXOPCAPS_MULTIPLYADD |
5787 WINED3DTEXOPCAPS_LERP |
5788 WINED3DTEXOPCAPS_BUMPENVMAP |
5789 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5791 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5793 caps->MaxTextureBlendStages = MAX_TEXTURES;
5794 caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_TEXTURES);
5797 static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5799 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5802 static void state_texfactor_arbfp(struct wined3d_context *context,
5803 const struct wined3d_state *state, DWORD state_id)
5805 const struct wined3d_gl_info *gl_info = context->gl_info;
5806 struct wined3d_device *device = context->device;
5807 struct wined3d_color color;
5809 if (device->shader_backend == &arb_program_shader_backend)
5811 struct shader_arb_priv *priv;
5813 /* Don't load the parameter if we're using an arbfp pixel shader,
5814 * otherwise we'll overwrite application provided constants. */
5815 if (use_ps(state))
5816 return;
5818 priv = device->shader_priv;
5819 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5820 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5823 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
5824 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r));
5825 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
5828 static void state_tss_constant_arbfp(struct wined3d_context *context,
5829 const struct wined3d_state *state, DWORD state_id)
5831 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5832 const struct wined3d_gl_info *gl_info = context->gl_info;
5833 struct wined3d_device *device = context->device;
5834 struct wined3d_color color;
5836 if (device->shader_backend == &arb_program_shader_backend)
5838 struct shader_arb_priv *priv;
5840 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5841 * application provided constants.
5843 if (use_ps(state))
5844 return;
5846 priv = device->shader_priv;
5847 priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(stage)] = 1;
5848 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(stage) + 1);
5851 wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
5852 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r));
5853 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
5856 static void state_arb_specularenable(struct wined3d_context *context,
5857 const struct wined3d_state *state, DWORD state_id)
5859 const struct wined3d_gl_info *gl_info = context->gl_info;
5860 struct wined3d_device *device = context->device;
5861 float col[4];
5863 if (device->shader_backend == &arb_program_shader_backend)
5865 struct shader_arb_priv *priv;
5867 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5868 * application provided constants.
5870 if (use_ps(state))
5871 return;
5873 priv = device->shader_priv;
5874 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5875 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5878 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5880 /* The specular color has no alpha */
5881 col[0] = 1.0f; col[1] = 1.0f;
5882 col[2] = 1.0f; col[3] = 0.0f;
5883 } else {
5884 col[0] = 0.0f; col[1] = 0.0f;
5885 col[2] = 0.0f; col[3] = 0.0f;
5887 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5888 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5891 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5893 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5894 const struct wined3d_gl_info *gl_info = context->gl_info;
5895 struct wined3d_device *device = context->device;
5896 float mat[2][2];
5898 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5900 if (device->shader_backend == &arb_program_shader_backend)
5902 struct shader_arb_priv *priv = device->shader_priv;
5904 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5905 if (use_ps(state))
5906 return;
5908 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5909 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5912 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5913 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5914 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5915 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5917 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5918 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5921 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5922 const struct wined3d_state *state, DWORD state_id)
5924 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5925 const struct wined3d_gl_info *gl_info = context->gl_info;
5926 struct wined3d_device *device = context->device;
5927 float param[4];
5929 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5931 if (device->shader_backend == &arb_program_shader_backend)
5933 struct shader_arb_priv *priv = device->shader_priv;
5935 /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
5936 if (use_ps(state))
5937 return;
5939 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5940 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5943 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5944 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5945 param[2] = 0.0f;
5946 param[3] = 0.0f;
5948 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5949 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5952 static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5954 const struct wined3d_gl_info *gl_info = context->gl_info;
5955 int glParm;
5956 float ref;
5958 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5960 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
5962 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
5963 checkGLcall("glEnable GL_ALPHA_TEST");
5965 else
5967 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
5968 checkGLcall("glDisable GL_ALPHA_TEST");
5969 return;
5972 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
5973 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
5975 if (glParm)
5977 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
5978 checkGLcall("glAlphaFunc");
5982 static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5984 const struct wined3d_texture *texture = state->textures[0];
5985 const struct wined3d_gl_info *gl_info = context->gl_info;
5986 struct wined3d_device *device = context->device;
5987 struct wined3d_color float_key[2];
5989 if (!texture)
5990 return;
5992 if (device->shader_backend == &arb_program_shader_backend)
5994 struct shader_arb_priv *priv;
5996 /* Don't load the parameter if we're using an arbfp pixel shader,
5997 * otherwise we'll overwrite application provided constants. */
5998 if (use_ps(state))
5999 return;
6001 priv = device->shader_priv;
6002 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_LOW] = 1;
6003 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_HIGH] = 1;
6004 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY_HIGH + 1);
6007 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
6009 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r));
6010 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
6011 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r));
6012 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
6015 static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
6017 const char *ret;
6019 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
6021 switch(arg & WINED3DTA_SELECTMASK) {
6022 case WINED3DTA_DIFFUSE:
6023 ret = "fragment.color.primary"; break;
6025 case WINED3DTA_CURRENT:
6026 ret = "ret";
6027 break;
6029 case WINED3DTA_TEXTURE:
6030 switch(stage) {
6031 case 0: ret = "tex0"; break;
6032 case 1: ret = "tex1"; break;
6033 case 2: ret = "tex2"; break;
6034 case 3: ret = "tex3"; break;
6035 case 4: ret = "tex4"; break;
6036 case 5: ret = "tex5"; break;
6037 case 6: ret = "tex6"; break;
6038 case 7: ret = "tex7"; break;
6039 default: ret = "unknown texture";
6041 break;
6043 case WINED3DTA_TFACTOR:
6044 ret = "tfactor"; break;
6046 case WINED3DTA_SPECULAR:
6047 ret = "fragment.color.secondary"; break;
6049 case WINED3DTA_TEMP:
6050 ret = "tempreg"; break;
6052 case WINED3DTA_CONSTANT:
6053 switch(stage) {
6054 case 0: ret = "const0"; break;
6055 case 1: ret = "const1"; break;
6056 case 2: ret = "const2"; break;
6057 case 3: ret = "const3"; break;
6058 case 4: ret = "const4"; break;
6059 case 5: ret = "const5"; break;
6060 case 6: ret = "const6"; break;
6061 case 7: ret = "const7"; break;
6062 default: ret = "unknown constant";
6064 break;
6066 default:
6067 return "unknown";
6070 if(arg & WINED3DTA_COMPLEMENT) {
6071 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6072 if(argnum == 0) ret = "arg0";
6073 if(argnum == 1) ret = "arg1";
6074 if(argnum == 2) ret = "arg2";
6076 if(arg & WINED3DTA_ALPHAREPLICATE) {
6077 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6078 if(argnum == 0) ret = "arg0";
6079 if(argnum == 1) ret = "arg1";
6080 if(argnum == 2) ret = "arg2";
6082 return ret;
6085 static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6086 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6088 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6089 unsigned int mul = 1;
6091 if(color && alpha) dstmask = "";
6092 else if(color) dstmask = ".xyz";
6093 else dstmask = ".w";
6095 if(dst == tempreg) dstreg = "tempreg";
6096 else dstreg = "ret";
6098 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6099 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6100 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6102 switch (op)
6104 case WINED3D_TOP_DISABLE:
6105 break;
6107 case WINED3D_TOP_SELECT_ARG2:
6108 arg1 = arg2;
6109 /* FALLTHROUGH */
6110 case WINED3D_TOP_SELECT_ARG1:
6111 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6112 break;
6114 case WINED3D_TOP_MODULATE_4X:
6115 mul = 2;
6116 /* FALLTHROUGH */
6117 case WINED3D_TOP_MODULATE_2X:
6118 mul *= 2;
6119 /* FALLTHROUGH */
6120 case WINED3D_TOP_MODULATE:
6121 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6122 break;
6124 case WINED3D_TOP_ADD_SIGNED_2X:
6125 mul = 2;
6126 /* FALLTHROUGH */
6127 case WINED3D_TOP_ADD_SIGNED:
6128 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6129 arg2 = "arg2";
6130 /* FALLTHROUGH */
6131 case WINED3D_TOP_ADD:
6132 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6133 break;
6135 case WINED3D_TOP_SUBTRACT:
6136 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6137 break;
6139 case WINED3D_TOP_ADD_SMOOTH:
6140 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6141 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6142 break;
6144 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6145 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6146 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6147 break;
6148 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6149 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6150 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6151 break;
6152 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6153 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6154 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6155 break;
6156 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6157 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6158 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6159 break;
6161 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6162 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6163 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6164 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6165 break;
6167 /* D3DTOP_PREMODULATE ???? */
6169 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6170 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6171 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6172 break;
6173 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6174 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6175 break;
6176 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6177 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6178 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6179 break;
6180 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6181 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6182 break;
6184 case WINED3D_TOP_DOTPRODUCT3:
6185 mul = 4;
6186 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6187 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6188 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6189 break;
6191 case WINED3D_TOP_MULTIPLY_ADD:
6192 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6193 break;
6195 case WINED3D_TOP_LERP:
6196 /* The msdn is not quite right here */
6197 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6198 break;
6200 case WINED3D_TOP_BUMPENVMAP:
6201 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6202 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6203 break;
6205 default:
6206 FIXME("Unhandled texture op %08x\n", op);
6209 if (mul == 2)
6210 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6211 else if (mul == 4)
6212 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6215 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
6217 switch(type)
6219 case WINED3D_GL_RES_TYPE_TEX_1D:
6220 return "1D";
6221 case WINED3D_GL_RES_TYPE_TEX_2D:
6222 return "2D";
6223 case WINED3D_GL_RES_TYPE_TEX_3D:
6224 return "3D";
6225 case WINED3D_GL_RES_TYPE_TEX_CUBE:
6226 return "CUBE";
6227 case WINED3D_GL_RES_TYPE_TEX_RECT:
6228 return "RECT";
6229 default:
6230 return "unexpected_resource_type";
6234 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6236 BYTE tex_read = 0, bump_used = 0, luminance_used = 0, constant_used = 0;
6237 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6238 unsigned int stage, lowest_disabled_stage;
6239 struct wined3d_string_buffer buffer;
6240 struct color_fixup_masks masks;
6241 BOOL custom_linear_fog = FALSE;
6242 const char *textype, *instr;
6243 DWORD arg0, arg1, arg2;
6244 char colorcor_dst[8];
6245 BOOL op_equal;
6246 GLuint ret;
6248 if (!string_buffer_init(&buffer))
6250 ERR("Failed to initialize shader buffer.\n");
6251 return 0;
6254 shader_addline(&buffer, "!!ARBfp1.0\n");
6256 if (settings->color_key_enabled)
6258 shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
6259 shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
6260 tex_read |= 1;
6263 /* Find out which textures are read */
6264 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6266 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6267 break;
6269 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6270 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6271 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6273 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6274 tex_read |= 1u << stage;
6275 if (settings->op[stage].dst == tempreg)
6276 tempreg_used = TRUE;
6277 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6278 tempreg_used = TRUE;
6279 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6280 tfactor_used = TRUE;
6281 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6282 constant_used |= 1u << stage;
6284 switch (settings->op[stage].cop)
6286 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6287 luminance_used |= 1u << stage;
6288 /* fall through */
6289 case WINED3D_TOP_BUMPENVMAP:
6290 bump_used |= 1u << stage;
6291 /* fall through */
6292 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6293 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6294 tex_read |= 1u << stage;
6295 break;
6297 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6298 tfactor_used = TRUE;
6299 break;
6301 default:
6302 break;
6305 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6306 continue;
6308 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6309 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6310 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6312 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6313 tex_read |= 1u << stage;
6314 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6315 tempreg_used = TRUE;
6316 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6317 tfactor_used = TRUE;
6318 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6319 constant_used |= 1u << stage;
6321 lowest_disabled_stage = stage;
6323 switch (settings->fog)
6325 case WINED3D_FFP_PS_FOG_OFF: break;
6326 case WINED3D_FFP_PS_FOG_LINEAR:
6327 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6329 custom_linear_fog = TRUE;
6330 break;
6332 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6333 break;
6335 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6336 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6337 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6340 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6341 shader_addline(&buffer, "TEMP TMP;\n");
6342 shader_addline(&buffer, "TEMP ret;\n");
6343 if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6344 shader_addline(&buffer, "TEMP arg0;\n");
6345 shader_addline(&buffer, "TEMP arg1;\n");
6346 shader_addline(&buffer, "TEMP arg2;\n");
6347 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6349 if (constant_used & (1u << stage))
6350 shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
6352 if (!(tex_read & (1u << stage)))
6353 continue;
6355 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6357 if (!(bump_used & (1u << stage)))
6358 continue;
6359 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6361 if (!(luminance_used & (1u << stage)))
6362 continue;
6363 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6365 if (tfactor_used)
6366 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6367 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6369 if (settings->sRGB_write)
6371 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6372 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
6373 shader_addline(&buffer, ";\n");
6374 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6375 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
6376 shader_addline(&buffer, ";\n");
6379 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6380 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6382 if (tempreg_used || settings->sRGB_write)
6383 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6385 /* Generate texture sampling instructions */
6386 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6388 if (!(tex_read & (1u << stage)))
6389 continue;
6391 textype = arbfp_texture_target(settings->op[stage].tex_type);
6393 if(settings->op[stage].projected == proj_none) {
6394 instr = "TEX";
6395 } else if(settings->op[stage].projected == proj_count4 ||
6396 settings->op[stage].projected == proj_count3) {
6397 instr = "TXP";
6398 } else {
6399 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6400 instr = "TXP";
6403 if (stage > 0
6404 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6405 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6407 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6408 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6409 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6410 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6412 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6413 * so multiply the displacement with the dividing parameter before passing it to TXP
6415 if (settings->op[stage].projected != proj_none) {
6416 if(settings->op[stage].projected == proj_count4) {
6417 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6418 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6419 } else {
6420 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6421 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6423 } else {
6424 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6427 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6428 instr, stage, stage, textype);
6429 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6431 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6432 stage - 1, stage - 1, stage - 1);
6433 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6435 } else if(settings->op[stage].projected == proj_count3) {
6436 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6437 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6438 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6439 instr, stage, stage, textype);
6440 } else {
6441 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6442 instr, stage, stage, stage, textype);
6445 sprintf(colorcor_dst, "tex%u", stage);
6446 masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL);
6447 gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
6448 settings->op[stage].color_fixup, masks);
6451 if (settings->color_key_enabled)
6453 shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6454 shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6455 shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */
6456 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6457 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6458 shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */
6461 shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
6463 /* Generate the main shader */
6464 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6466 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6467 break;
6469 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6470 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6471 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6472 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6473 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6474 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6475 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6476 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6477 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6478 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6479 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6480 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6481 else
6482 op_equal = settings->op[stage].aop == settings->op[stage].cop
6483 && settings->op[stage].carg0 == settings->op[stage].aarg0
6484 && settings->op[stage].carg1 == settings->op[stage].aarg1
6485 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6487 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6489 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6490 settings->op[stage].cop, settings->op[stage].carg0,
6491 settings->op[stage].carg1, settings->op[stage].carg2);
6493 else if (op_equal)
6495 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6496 settings->op[stage].cop, settings->op[stage].carg0,
6497 settings->op[stage].carg1, settings->op[stage].carg2);
6499 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
6500 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6502 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6503 settings->op[stage].cop, settings->op[stage].carg0,
6504 settings->op[stage].carg1, settings->op[stage].carg2);
6505 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6506 settings->op[stage].aop, settings->op[stage].aarg0,
6507 settings->op[stage].aarg1, settings->op[stage].aarg2);
6511 if (settings->sRGB_write || custom_linear_fog)
6513 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6514 if (settings->sRGB_write)
6515 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6516 if (custom_linear_fog)
6517 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6518 shader_addline(&buffer, "MOV result.color, ret;\n");
6520 else
6522 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6525 /* Footer */
6526 shader_addline(&buffer, "END\n");
6528 /* Generate the shader */
6529 GL_EXTCALL(glGenProgramsARB(1, &ret));
6530 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6531 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
6533 string_buffer_free(&buffer);
6534 return ret;
6537 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6539 const struct wined3d_gl_info *gl_info = context->gl_info;
6540 const struct wined3d_device *device = context->device;
6541 struct shader_arb_priv *priv = device->fragment_priv;
6542 BOOL use_pshader = use_ps(state);
6543 struct ffp_frag_settings settings;
6544 const struct arbfp_ffp_desc *desc;
6545 unsigned int i;
6547 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6549 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6551 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6553 /* Reload fixed function constants since they collide with the
6554 * pixel shader constants. */
6555 for (i = 0; i < MAX_TEXTURES; ++i)
6557 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6558 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6560 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6561 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6562 color_key_arbfp(context, state, STATE_COLOR_KEY);
6564 else if (use_pshader)
6566 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6568 return;
6571 if (!use_pshader)
6573 /* Find or create a shader implementing the fixed function pipeline
6574 * settings, then activate it. */
6575 gen_ffp_frag_op(context, state, &settings, FALSE);
6576 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6577 if (!desc)
6579 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6580 if (!new_desc)
6582 ERR("Out of memory\n");
6583 return;
6586 new_desc->parent.settings = settings;
6587 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6588 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6589 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6590 desc = new_desc;
6593 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6594 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6595 * deactivate it.
6597 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6598 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6599 priv->current_fprogram_id = desc->shader;
6601 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6603 /* Reload fixed function constants since they collide with the
6604 * pixel shader constants. */
6605 for (i = 0; i < MAX_TEXTURES; ++i)
6607 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6608 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6610 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6611 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6612 color_key_arbfp(context, state, STATE_COLOR_KEY);
6614 context->last_was_pshader = FALSE;
6616 else if (!context->last_was_pshader)
6618 if (device->shader_backend == &arb_program_shader_backend)
6619 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6620 context->last_was_pshader = TRUE;
6623 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6626 /* We can't link the fog states to the fragment state directly since the
6627 * vertex pipeline links them to FOGENABLE. A different linking in different
6628 * pipeline parts can't be expressed in the combined state table, so we need
6629 * to handle that with a forwarding function. The other invisible side effect
6630 * is that changing the fog start and fog end (which links to FOGENABLE in
6631 * vertex) results in the fragment_prog_arbfp function being called because
6632 * FOGENABLE is dirty, which calls this function here. */
6633 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6635 enum fogsource new_source;
6636 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6637 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6639 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6641 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6642 fragment_prog_arbfp(context, state, state_id);
6644 if (!state->render_states[WINED3D_RS_FOGENABLE])
6645 return;
6647 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6649 if (use_vs(state))
6651 new_source = FOGSOURCE_VS;
6653 else
6655 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6656 new_source = FOGSOURCE_COORD;
6657 else
6658 new_source = FOGSOURCE_FFP;
6661 else
6663 new_source = FOGSOURCE_FFP;
6666 if (new_source != context->fog_source || fogstart == fogend)
6668 context->fog_source = new_source;
6669 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6673 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6675 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6676 fragment_prog_arbfp(context, state, state_id);
6679 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6681 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6682 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6683 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6684 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6685 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6686 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6687 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6688 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6689 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6690 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6691 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6692 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6693 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6694 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6695 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6696 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6697 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6698 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6699 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6700 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6701 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6702 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6703 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6704 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6728 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6729 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6730 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6732 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6733 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6734 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6735 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6736 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6737 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6739 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6740 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6741 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6742 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6743 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6744 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6745 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6746 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6747 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6748 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6749 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6750 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6751 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6752 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6753 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6754 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6755 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6756 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6757 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6758 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6759 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6760 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6761 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6762 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6763 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6764 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6765 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6766 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6767 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6768 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6769 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6770 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6771 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6772 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6773 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6774 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6775 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6776 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6777 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6778 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6779 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6780 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6781 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6782 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6783 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6784 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6785 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6786 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6787 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6788 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6789 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6790 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6791 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6792 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6793 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6794 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6795 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6796 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6797 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6798 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6799 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6800 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6801 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6802 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6803 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6804 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6805 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
6806 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6807 {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
6808 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6809 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6810 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6811 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6812 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6813 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6814 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6815 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6816 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6817 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6818 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6819 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6820 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6821 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6822 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6823 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6824 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6825 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6826 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6827 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6828 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6829 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6830 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6831 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6832 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6833 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6834 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
6835 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6838 static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
6840 return TRUE;
6843 static void arbfp_free_context_data(struct wined3d_context *context)
6847 const struct fragment_pipeline arbfp_fragment_pipeline = {
6848 arbfp_enable,
6849 arbfp_get_caps,
6850 arbfp_get_emul_mask,
6851 arbfp_alloc,
6852 arbfp_free,
6853 arbfp_alloc_context_data,
6854 arbfp_free_context_data,
6855 shader_arb_color_fixup_supported,
6856 arbfp_fragmentstate_template,
6859 struct arbfp_blit_type
6861 enum complex_fixup fixup : 4;
6862 enum wined3d_gl_resource_type res_type : 3;
6863 DWORD use_color_key : 1;
6864 DWORD padding : 24;
6867 struct arbfp_blit_desc
6869 GLuint shader;
6870 struct arbfp_blit_type type;
6871 struct wine_rb_entry entry;
6874 #define ARBFP_BLIT_PARAM_SIZE 0
6875 #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
6876 #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
6878 struct wined3d_arbfp_blitter
6880 struct wined3d_blitter blitter;
6881 struct wine_rb_tree shaders;
6882 GLuint palette_texture;
6885 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6887 const struct arbfp_blit_type *ka = key;
6888 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6890 return memcmp(ka, kb, sizeof(*ka));
6893 /* Context activation is done by the caller. */
6894 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *ctx)
6896 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6897 const struct wined3d_gl_info *gl_info;
6898 struct wined3d_context *context;
6900 context = ctx;
6901 gl_info = context->gl_info;
6903 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6904 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6905 HeapFree(GetProcessHeap(), 0, entry_arb);
6908 /* Context activation is done by the caller. */
6909 static void arbfp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
6911 const struct wined3d_gl_info *gl_info = context->gl_info;
6912 struct wined3d_arbfp_blitter *arbfp_blitter;
6913 struct wined3d_blitter *next;
6915 if ((next = blitter->next))
6916 next->ops->blitter_destroy(next, context);
6918 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
6920 wine_rb_destroy(&arbfp_blitter->shaders, arbfp_free_blit_shader, context);
6921 checkGLcall("Delete blit programs");
6923 if (arbfp_blitter->palette_texture)
6924 gl_info->gl_ops.gl.p_glDeleteTextures(1, &arbfp_blitter->palette_texture);
6926 HeapFree(GetProcessHeap(), 0, arbfp_blitter);
6929 static BOOL gen_planar_yuv_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
6930 char *luminance)
6932 char chroma;
6933 const char *tex, *texinstr = "TXP";
6935 if (type->fixup == COMPLEX_FIXUP_UYVY)
6937 chroma = 'x';
6938 *luminance = 'w';
6940 else
6942 chroma = 'w';
6943 *luminance = 'x';
6946 tex = arbfp_texture_target(type->res_type);
6947 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
6948 texinstr = "TEX";
6950 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6951 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6952 * filtering when we sample the texture.
6954 * These are the rules for reading the chroma:
6956 * Even pixel: Cr
6957 * Even pixel: U
6958 * Odd pixel: V
6960 * So we have to get the sampling x position in non-normalized coordinates in integers
6962 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
6964 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6965 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6967 else
6969 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6971 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6972 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6973 * 0.5, so add 0.5.
6975 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6976 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6978 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6979 * even and odd pixels respectively
6981 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6982 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6984 /* Sample Pixel 1 */
6985 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6987 /* Put the value into either of the chroma values */
6988 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6989 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6990 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6991 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6993 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6994 * the pixel right to the current one. Otherwise, sample the left pixel.
6995 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6997 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6998 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6999 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7001 /* Put the value into the other chroma */
7002 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7003 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
7004 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7005 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
7007 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7008 * the current one and lerp the two U and V values
7011 /* This gives the correctly filtered luminance value */
7012 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
7014 return TRUE;
7017 static BOOL gen_yv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7018 char *luminance)
7020 const char *tex;
7021 static const float yv12_coef[]
7022 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7024 tex = arbfp_texture_target(type->res_type);
7026 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7027 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7028 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7029 * pitch of the luminance plane, the packing into the gl texture is a bit
7030 * unfortunate. If the whole texture is interpreted as luminance data it looks
7031 * approximately like this:
7033 * +----------------------------------+----
7034 * | |
7035 * | |
7036 * | |
7037 * | |
7038 * | | 2
7039 * | LUMINANCE | -
7040 * | | 3
7041 * | |
7042 * | |
7043 * | |
7044 * | |
7045 * +----------------+-----------------+----
7046 * | | |
7047 * | V even rows | V odd rows |
7048 * | | | 1
7049 * +----------------+------------------ -
7050 * | | | 3
7051 * | U even rows | U odd rows |
7052 * | | |
7053 * +----------------+-----------------+----
7054 * | | |
7055 * | 0.5 | 0.5 |
7057 * So it appears as if there are 4 chroma images, but in fact the odd rows
7058 * in the chroma images are in the same row as the even ones. So it is
7059 * kinda tricky to read
7061 * When reading from rectangle textures, keep in mind that the input y coordinates
7062 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7064 shader_addline(buffer, "PARAM yv12_coef = ");
7065 shader_arb_append_imm_vec4(buffer, yv12_coef);
7066 shader_addline(buffer, ";\n");
7068 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7069 /* the chroma planes have only half the width */
7070 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7072 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7073 * the coordinate. Also read the right side of the image when reading odd lines
7075 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7076 * bleeding
7078 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7081 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7083 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7085 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7086 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7088 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7089 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7090 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7091 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7092 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7094 /* clamp, keep the half pixel origin in mind */
7095 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7096 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7097 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7098 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7100 else
7102 /* Read from [size - size+size/4] */
7103 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7104 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7106 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7107 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7108 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7109 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7110 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7111 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7113 /* Make sure to read exactly from the pixel center */
7114 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7115 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7117 /* Clamp */
7118 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7119 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7120 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7121 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7122 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7124 /* Read the texture, put the result into the output register */
7125 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7126 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7128 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7129 * No need to clamp because we're just reusing the already clamped value from above
7131 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7132 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7133 else
7134 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7135 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7136 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7138 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7139 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7140 * values due to filtering
7142 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7143 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7145 /* Multiply the y coordinate by 2/3 and clamp it */
7146 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7147 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7148 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7149 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7151 else
7153 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7154 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7155 * is bigger
7157 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7158 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7159 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7161 *luminance = 'a';
7163 return TRUE;
7166 static BOOL gen_nv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7167 char *luminance)
7169 const char *tex;
7170 static const float nv12_coef[]
7171 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7173 tex = arbfp_texture_target(type->res_type);
7175 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7176 * sized plane where each component is an UV pair. So the effective
7177 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7178 * data it looks approximately like this:
7180 * +----------------------------------+----
7181 * | |
7182 * | |
7183 * | |
7184 * | |
7185 * | | 2
7186 * | LUMINANCE | -
7187 * | | 3
7188 * | |
7189 * | |
7190 * | |
7191 * | |
7192 * +----------------------------------+----
7193 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7194 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7195 * | | 1
7196 * | | -
7197 * | | 3
7198 * | |
7199 * | |
7200 * +----------------------------------+----
7202 * When reading from rectangle textures, keep in mind that the input y coordinates
7203 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7205 shader_addline(buffer, "PARAM nv12_coef = ");
7206 shader_arb_append_imm_vec4(buffer, nv12_coef);
7207 shader_addline(buffer, ";\n");
7209 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7210 /* We only have half the number of chroma pixels. */
7211 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7213 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7215 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7216 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7218 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7220 /* We must not allow filtering horizontally, this would mix U and V.
7221 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7222 * 0.5, so add 0.5. */
7224 /* Convert to non-normalized coordinates so we can find the
7225 * individual pixel. */
7226 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7227 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7228 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7229 * add 0.5 to hit the center of the pixel. */
7230 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7232 /* Convert back to normalized coordinates. */
7233 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7235 /* Clamp, keep the half pixel origin in mind. */
7236 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7237 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7238 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7239 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7241 else
7243 /* Read from [size - size+size/2] */
7244 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7246 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7247 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7248 * add 0.5 to hit the center of the pixel. */
7249 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7251 /* Clamp */
7252 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7253 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7254 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7255 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7256 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7258 /* Read the texture, put the result into the output register. */
7259 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7260 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7262 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7264 /* Add 1/size.x */
7265 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7267 else
7269 /* Add 1 */
7270 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7272 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7273 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7275 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7276 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7277 * values due to filtering. */
7278 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7279 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7281 /* Multiply the y coordinate by 2/3 and clamp it */
7282 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7283 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7284 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7285 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7287 else
7289 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7290 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7291 * is bigger
7293 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7294 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7295 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7297 *luminance = 'a';
7299 return TRUE;
7302 /* Context activation is done by the caller. */
7303 static GLuint gen_p8_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7305 GLuint shader;
7306 struct wined3d_string_buffer buffer;
7307 const char *tex_target = arbfp_texture_target(type->res_type);
7309 /* This should not happen because we only use this conversion for
7310 * present blits which don't use color keying. */
7311 if (type->use_color_key)
7312 FIXME("Implement P8 color keying.\n");
7314 /* Shader header */
7315 if (!string_buffer_init(&buffer))
7317 ERR("Failed to initialize shader buffer.\n");
7318 return 0;
7321 GL_EXTCALL(glGenProgramsARB(1, &shader));
7322 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7323 if (!shader)
7325 string_buffer_free(&buffer);
7326 return 0;
7329 shader_addline(&buffer, "!!ARBfp1.0\n");
7330 shader_addline(&buffer, "TEMP index;\n");
7332 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7333 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7335 /* The alpha-component contains the palette index */
7336 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7338 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7339 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7341 /* Use the alpha-component as an index in the palette to get the final color */
7342 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7343 shader_addline(&buffer, "END\n");
7345 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7347 string_buffer_free(&buffer);
7349 return shader;
7352 /* Context activation is done by the caller. */
7353 static void upload_palette(struct wined3d_arbfp_blitter *blitter,
7354 const struct wined3d_texture *texture, struct wined3d_context *context)
7356 const struct wined3d_palette *palette = texture->swapchain ? texture->swapchain->palette : NULL;
7357 const struct wined3d_gl_info *gl_info = context->gl_info;
7359 if (!blitter->palette_texture)
7360 gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
7362 GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
7363 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture);
7365 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7367 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7368 /* Make sure we have discrete color levels. */
7369 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7370 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7371 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7372 if (palette)
7374 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7375 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7377 else
7379 static const DWORD black;
7380 FIXME("P8 surface loaded without a palette.\n");
7381 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7382 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7385 /* Switch back to unit 0 in which the 2D texture will be stored. */
7386 context_active_texture(context, gl_info, 0);
7389 /* Context activation is done by the caller. */
7390 static GLuint gen_yuv_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7392 GLuint shader;
7393 struct wined3d_string_buffer buffer;
7394 char luminance_component;
7396 if (type->use_color_key)
7397 FIXME("Implement YUV color keying.\n");
7399 /* Shader header */
7400 if (!string_buffer_init(&buffer))
7402 ERR("Failed to initialize shader buffer.\n");
7403 return 0;
7406 GL_EXTCALL(glGenProgramsARB(1, &shader));
7407 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7408 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7409 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7410 if (!shader)
7412 string_buffer_free(&buffer);
7413 return 0;
7416 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7417 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7418 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7419 * each single pixel it contains, and one U and one V value shared between both
7420 * pixels.
7422 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7423 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7424 * take the format into account when generating the read swizzles
7426 * Reading the Y value is straightforward - just sample the texture. The hardware
7427 * takes care of filtering in the horizontal and vertical direction.
7429 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7430 * because that would mix the U and V values of one pixel or two adjacent pixels.
7431 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7432 * regardless of the filtering setting. Vertical filtering works automatically
7433 * though - the U and V values of two rows are mixed nicely.
7435 * Apart of avoiding filtering issues, the code has to know which value it just
7436 * read, and where it can find the other one. To determine this, it checks if
7437 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7439 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7440 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7442 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7443 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7444 * in an unfiltered situation. Finding the luminance on the other hand requires
7445 * finding out if it is an odd or even pixel. The real drawback of this approach
7446 * is filtering. This would have to be emulated completely in the shader, reading
7447 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7448 * vertically. Beyond that it would require adjustments to the texture handling
7449 * code to deal with the width scaling
7451 shader_addline(&buffer, "!!ARBfp1.0\n");
7452 shader_addline(&buffer, "TEMP luminance;\n");
7453 shader_addline(&buffer, "TEMP temp;\n");
7454 shader_addline(&buffer, "TEMP chroma;\n");
7455 shader_addline(&buffer, "TEMP texcrd;\n");
7456 shader_addline(&buffer, "TEMP texcrd2;\n");
7457 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7458 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7459 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7461 switch (type->fixup)
7463 case COMPLEX_FIXUP_UYVY:
7464 case COMPLEX_FIXUP_YUY2:
7465 if (!gen_planar_yuv_read(&buffer, type, &luminance_component))
7467 string_buffer_free(&buffer);
7468 return 0;
7470 break;
7472 case COMPLEX_FIXUP_YV12:
7473 if (!gen_yv12_read(&buffer, type, &luminance_component))
7475 string_buffer_free(&buffer);
7476 return 0;
7478 break;
7480 case COMPLEX_FIXUP_NV12:
7481 if (!gen_nv12_read(&buffer, type, &luminance_component))
7483 string_buffer_free(&buffer);
7484 return 0;
7486 break;
7488 default:
7489 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7490 string_buffer_free(&buffer);
7491 return 0;
7494 /* Calculate the final result. Formula is taken from
7495 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7496 * ranges from -0.5 to 0.5
7498 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7500 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7501 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7502 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7503 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7504 shader_addline(&buffer, "END\n");
7506 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7508 string_buffer_free(&buffer);
7510 return shader;
7513 /* Context activation is done by the caller. */
7514 static GLuint arbfp_gen_plain_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7516 GLuint shader;
7517 struct wined3d_string_buffer buffer;
7518 const char *tex_target = arbfp_texture_target(type->res_type);
7520 /* Shader header */
7521 if (!string_buffer_init(&buffer))
7523 ERR("Failed to initialize shader buffer.\n");
7524 return 0;
7527 GL_EXTCALL(glGenProgramsARB(1, &shader));
7528 if (!shader)
7530 string_buffer_free(&buffer);
7531 return 0;
7533 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7535 shader_addline(&buffer, "!!ARBfp1.0\n");
7537 if (type->use_color_key)
7539 shader_addline(&buffer, "TEMP color;\n");
7540 shader_addline(&buffer, "TEMP less, greater;\n");
7541 shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW);
7542 shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH);
7543 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7544 shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */
7545 shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */
7546 shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */
7547 shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */
7548 shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */
7549 shader_addline(&buffer, "KIL -less;\n"); /* discard if true */
7550 shader_addline(&buffer, "MOV result.color, color;\n");
7552 else
7554 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7557 shader_addline(&buffer, "END\n");
7559 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7561 string_buffer_free(&buffer);
7563 return shader;
7566 /* Context activation is done by the caller. */
7567 static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wined3d_context *context,
7568 const struct wined3d_surface *surface, const struct wined3d_color_key *color_key)
7570 const struct wined3d_texture *texture = surface->container;
7571 enum complex_fixup fixup;
7572 const struct wined3d_gl_info *gl_info = context->gl_info;
7573 struct wine_rb_entry *entry;
7574 struct arbfp_blit_type type;
7575 struct arbfp_blit_desc *desc;
7576 struct wined3d_color float_color_key[2];
7577 struct wined3d_vec4 size;
7578 GLuint shader;
7580 size.x = wined3d_texture_get_level_pow2_width(texture, surface->texture_level);
7581 size.y = wined3d_texture_get_level_pow2_height(texture, surface->texture_level);
7582 size.z = 1.0f;
7583 size.w = 1.0f;
7585 if (is_complex_fixup(texture->resource.format->color_fixup))
7586 fixup = get_complex_fixup(texture->resource.format->color_fixup);
7587 else
7588 fixup = COMPLEX_FIXUP_NONE;
7590 switch (texture->target)
7592 case GL_TEXTURE_1D:
7593 type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
7594 break;
7596 case GL_TEXTURE_2D:
7597 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7598 break;
7600 case GL_TEXTURE_3D:
7601 type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
7602 break;
7604 case GL_TEXTURE_CUBE_MAP_ARB:
7605 type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
7606 break;
7608 case GL_TEXTURE_RECTANGLE_ARB:
7609 type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
7610 break;
7612 default:
7613 ERR("Unexpected GL texture type %#x.\n", texture->target);
7614 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7616 type.fixup = fixup;
7617 type.use_color_key = !!color_key;
7618 type.padding = 0;
7620 if ((entry = wine_rb_get(&blitter->shaders, &type)))
7622 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7623 shader = desc->shader;
7625 else
7627 switch (fixup)
7629 case COMPLEX_FIXUP_NONE:
7630 if (!is_identity_fixup(texture->resource.format->color_fixup))
7631 FIXME("Implement support for sign or swizzle fixups.\n");
7632 shader = arbfp_gen_plain_shader(gl_info, &type);
7633 break;
7635 case COMPLEX_FIXUP_P8:
7636 shader = gen_p8_shader(gl_info, &type);
7637 break;
7639 case COMPLEX_FIXUP_YUY2:
7640 case COMPLEX_FIXUP_UYVY:
7641 case COMPLEX_FIXUP_YV12:
7642 case COMPLEX_FIXUP_NV12:
7643 shader = gen_yuv_shader(gl_info, &type);
7644 break;
7647 if (!shader)
7649 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7650 return E_NOTIMPL;
7653 desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
7654 if (!desc)
7655 goto err_out;
7657 desc->type = type;
7658 desc->shader = shader;
7659 if (wine_rb_put(&blitter->shaders, &desc->type, &desc->entry) == -1)
7661 err_out:
7662 ERR("Out of memory\n");
7663 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7664 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7665 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7666 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7667 HeapFree(GetProcessHeap(), 0, desc);
7668 return E_OUTOFMEMORY;
7672 if (fixup == COMPLEX_FIXUP_P8)
7673 upload_palette(blitter, texture, context);
7675 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7676 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7677 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7678 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7679 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, &size.x));
7680 checkGLcall("glProgramLocalParameter4fvARB");
7681 if (type.use_color_key)
7683 wined3d_format_get_float_color_key(texture->resource.format, color_key, float_color_key);
7684 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7685 ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
7686 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7687 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r));
7688 checkGLcall("glProgramLocalParameter4fvARB");
7691 return WINED3D_OK;
7694 /* Context activation is done by the caller. */
7695 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7697 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7698 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7701 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info,
7702 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
7703 enum wined3d_pool src_pool, const struct wined3d_format *src_format, DWORD src_location,
7704 enum wined3d_pool dst_pool, const struct wined3d_format *dst_format, DWORD dst_location)
7706 enum complex_fixup src_fixup;
7707 BOOL decompress;
7709 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7710 return FALSE;
7712 switch (blit_op)
7714 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
7715 if (!d3d_info->shader_color_key)
7717 /* The conversion modifies the alpha channel so the color key might no longer match. */
7718 TRACE("Color keying not supported with converted textures.\n");
7719 return FALSE;
7721 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
7722 case WINED3D_BLIT_OP_COLOR_BLIT:
7723 break;
7725 default:
7726 TRACE("Unsupported blit_op=%d\n", blit_op);
7727 return FALSE;
7730 decompress = src_format && (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
7731 && !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
7732 if (!decompress && (dst_pool == WINED3D_POOL_SYSTEM_MEM || src_pool == WINED3D_POOL_SYSTEM_MEM))
7733 return FALSE;
7735 src_fixup = get_complex_fixup(src_format->color_fixup);
7736 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7738 TRACE("Checking support for fixup:\n");
7739 dump_color_fixup_desc(src_format->color_fixup);
7742 if (!is_identity_fixup(dst_format->color_fixup)
7743 && (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE))
7745 TRACE("Destination fixups are not supported\n");
7746 return FALSE;
7749 if (is_identity_fixup(src_format->color_fixup))
7751 TRACE("[OK]\n");
7752 return TRUE;
7755 /* We only support YUV conversions. */
7756 if (!is_complex_fixup(src_format->color_fixup))
7758 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
7760 WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
7761 return TRUE;
7764 TRACE("[FAILED]\n");
7765 return FALSE;
7768 switch(src_fixup)
7770 case COMPLEX_FIXUP_YUY2:
7771 case COMPLEX_FIXUP_UYVY:
7772 case COMPLEX_FIXUP_YV12:
7773 case COMPLEX_FIXUP_NV12:
7774 case COMPLEX_FIXUP_P8:
7775 TRACE("[OK]\n");
7776 return TRUE;
7778 default:
7779 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7780 TRACE("[FAILED]\n");
7781 return FALSE;
7785 static void arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
7786 struct wined3d_context *context, struct wined3d_surface *src_surface, DWORD src_location,
7787 const RECT *src_rect, struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect,
7788 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
7790 struct wined3d_texture *src_texture = src_surface->container;
7791 struct wined3d_texture *dst_texture = dst_surface->container;
7792 struct wined3d_device *device = dst_texture->resource.device;
7793 struct wined3d_arbfp_blitter *arbfp_blitter;
7794 struct wined3d_color_key alpha_test_key;
7795 struct wined3d_blitter *next;
7796 RECT s, d;
7798 if (!arbfp_blit_supported(&device->adapter->gl_info, &device->adapter->d3d_info, op,
7799 src_texture->resource.pool, src_texture->resource.format, src_location,
7800 dst_texture->resource.pool, dst_texture->resource.format, dst_location))
7802 if ((next = blitter->next))
7803 next->ops->blitter_blit(next, op, context, src_surface, src_location,
7804 src_rect, dst_surface, dst_location, dst_rect, color_key, filter);
7805 return;
7808 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
7810 /* Now load the surface */
7811 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7812 && (surface_get_sub_resource(src_surface)->locations
7813 & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE))
7814 == WINED3D_LOCATION_DRAWABLE
7815 && !wined3d_resource_is_offscreen(&src_texture->resource))
7817 /* Without FBO blits transferring from the drawable to the texture is
7818 * expensive, because we have to flip the data in sysmem. Since we can
7819 * flip in the blitter, we don't actually need that flip anyway. So we
7820 * use the surface's texture as scratch texture, and flip the source
7821 * rectangle instead. */
7822 surface_load_fb_texture(src_surface, FALSE, context);
7824 s = *src_rect;
7825 s.top = wined3d_texture_get_level_height(src_texture, src_surface->texture_level) - s.top;
7826 s.bottom = wined3d_texture_get_level_height(src_texture, src_surface->texture_level) - s.bottom;
7827 src_rect = &s;
7829 else
7830 wined3d_texture_load(src_texture, context, FALSE);
7832 context_apply_blit_state(context, device);
7834 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7836 d = *dst_rect;
7837 surface_translate_drawable_coords(dst_surface, context->win_handle, &d);
7838 dst_rect = &d;
7841 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
7843 GLenum buffer;
7845 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7847 TRACE("Destination surface %p is onscreen.\n", dst_surface);
7848 buffer = wined3d_texture_get_gl_buffer(dst_texture);
7850 else
7852 TRACE("Destination surface %p is offscreen.\n", dst_surface);
7853 buffer = GL_COLOR_ATTACHMENT0;
7855 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
7856 context_set_draw_buffer(context, buffer);
7857 context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
7858 context_invalidate_state(context, STATE_FRAMEBUFFER);
7861 if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
7863 const struct wined3d_format *fmt = src_texture->resource.format;
7864 alpha_test_key.color_space_low_value = 0;
7865 alpha_test_key.color_space_high_value = ~(((1u << fmt->alpha_size) - 1) << fmt->alpha_offset);
7866 color_key = &alpha_test_key;
7869 arbfp_blit_set(arbfp_blitter, context, src_surface, color_key);
7871 /* Draw a textured quad */
7872 draw_textured_quad(src_surface, context, src_rect, dst_rect, filter);
7874 /* Leave the opengl state valid for blitting */
7875 arbfp_blit_unset(context->gl_info);
7877 if (wined3d_settings.strict_draw_ordering
7878 || (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture)))
7879 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7882 static void arbfp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
7883 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
7884 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
7886 struct wined3d_blitter *next;
7888 if ((next = blitter->next))
7889 next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
7890 clear_rects, draw_rect, flags, colour, depth, stencil);
7893 static const struct wined3d_blitter_ops arbfp_blitter_ops =
7895 arbfp_blitter_destroy,
7896 arbfp_blitter_clear,
7897 arbfp_blitter_blit,
7900 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device)
7902 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7903 struct wined3d_arbfp_blitter *blitter;
7905 if (device->shader_backend != &arb_program_shader_backend
7906 && device->shader_backend != &glsl_shader_backend)
7907 return;
7909 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7910 return;
7912 if (!(blitter = HeapAlloc(GetProcessHeap(), 0, sizeof(*blitter))))
7914 ERR("Failed to allocate blitter.\n");
7915 return;
7918 TRACE("Created blitter %p.\n", blitter);
7920 blitter->blitter.ops = &arbfp_blitter_ops;
7921 blitter->blitter.next = *next;
7922 wine_rb_init(&blitter->shaders, arbfp_blit_type_compare);
7923 blitter->palette_texture = 0;
7924 *next = &blitter->blitter;