wined3d: Check for ARB_fragment_program in arbfp_blit_supported.
[wine.git] / dlls / wined3d / arb_program_shader.c
blobe495643b91ffc1e73c29aef6cf8bac12ee36eae9
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 2007-2008 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"
32 #include <math.h>
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr)
45 char *p, *q;
47 p = *ptr;
48 if (!(q = strstr(p, "\n")))
50 if (!*p) return NULL;
51 *ptr += strlen(p);
52 return p;
54 *q = '\0';
55 *ptr = q + 1;
57 return p;
60 static void shader_arb_dump_program_source(const char *source)
62 ULONG source_size;
63 char *ptr, *line, *tmp;
65 source_size = strlen(source) + 1;
66 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
67 if (!tmp)
69 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
70 return;
72 memcpy(tmp, source, source_size);
74 ptr = tmp;
75 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
76 FIXME("\n");
78 HeapFree(GetProcessHeap(), 0, tmp);
81 enum arb_helper_value
83 ARB_ZERO,
84 ARB_ONE,
85 ARB_TWO,
86 ARB_0001,
87 ARB_EPS,
89 ARB_VS_REL_OFFSET
92 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
94 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
96 ERR("Geometry shaders are unsupported\n");
97 return "bad";
100 if (shader == WINED3D_SHADER_TYPE_PIXEL)
102 switch (value)
104 case ARB_ZERO: return "ps_helper_const.x";
105 case ARB_ONE: return "ps_helper_const.y";
106 case ARB_TWO: return "coefmul.x";
107 case ARB_0001: return "helper_const.xxxy";
108 case ARB_EPS: return "ps_helper_const.z";
109 default: break;
112 else
114 switch (value)
116 case ARB_ZERO: return "helper_const.x";
117 case ARB_ONE: return "helper_const.y";
118 case ARB_TWO: return "helper_const.z";
119 case ARB_EPS: return "helper_const.w";
120 case ARB_0001: return "helper_const.xxxy";
121 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
124 FIXME("Unmanaged %s shader helper constant requested: %u\n",
125 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
126 switch (value)
128 case ARB_ZERO: return "0.0";
129 case ARB_ONE: return "1.0";
130 case ARB_TWO: return "2.0";
131 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
132 case ARB_EPS: return "1e-8";
133 default: return "bad";
137 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
139 return state->lowest_disabled_stage < 7;
142 /* ARB_program_shader private data */
144 struct control_frame
146 struct list entry;
147 enum
150 IFC,
151 LOOP,
153 } type;
154 BOOL muting;
155 BOOL outer_loop;
156 union
158 unsigned int loop;
159 unsigned int ifc;
160 } no;
161 struct wined3d_shader_loop_control loop_control;
162 BOOL had_else;
165 struct arb_ps_np2fixup_info
167 struct ps_np2fixup_info super;
168 /* For ARB we need a offset value:
169 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
170 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
171 * array we need an offset to the index inside the program local parameter array. */
172 UINT offset;
175 struct arb_ps_compile_args
177 struct ps_compile_args super;
178 WORD bools;
179 WORD clip; /* only a boolean, use a WORD for alignment */
180 unsigned char loop_ctrl[MAX_CONST_I][3];
183 struct stb_const_desc
185 unsigned char texunit;
186 UINT const_num;
189 struct arb_ps_compiled_shader
191 struct arb_ps_compile_args args;
192 struct arb_ps_np2fixup_info np2fixup_info;
193 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
194 struct stb_const_desc luminanceconst[MAX_TEXTURES];
195 UINT int_consts[MAX_CONST_I];
196 GLuint prgId;
197 UINT ycorrection;
198 unsigned char numbumpenvmatconsts;
199 char num_int_consts;
202 struct arb_vs_compile_args
204 struct vs_compile_args super;
205 union
207 struct
209 WORD bools;
210 unsigned char clip_texcoord;
211 unsigned char clipplane_mask;
212 } boolclip;
213 DWORD boolclip_compare;
214 } clip;
215 DWORD ps_signature;
216 union
218 unsigned char samplers[4];
219 DWORD samplers_compare;
220 } vertex;
221 unsigned char loop_ctrl[MAX_CONST_I][3];
224 struct arb_vs_compiled_shader
226 struct arb_vs_compile_args args;
227 GLuint prgId;
228 UINT int_consts[MAX_CONST_I];
229 char num_int_consts;
230 char need_color_unclamp;
231 UINT pos_fixup;
234 struct recorded_instruction
236 struct wined3d_shader_instruction ins;
237 struct list entry;
240 struct shader_arb_ctx_priv
242 char addr_reg[20];
243 enum
245 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
246 ARB,
247 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
248 NV2,
249 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
251 } target_version;
253 const struct arb_vs_compile_args *cur_vs_args;
254 const struct arb_ps_compile_args *cur_ps_args;
255 const struct arb_ps_compiled_shader *compiled_fprog;
256 const struct arb_vs_compiled_shader *compiled_vprog;
257 struct arb_ps_np2fixup_info *cur_np2fixup_info;
258 struct list control_frames;
259 struct list record;
260 BOOL recording;
261 BOOL muted;
262 unsigned int num_loops, loop_depth, num_ifcs;
263 int aL;
265 unsigned int vs_clipplanes;
266 BOOL footer_written;
267 BOOL in_main_func;
269 /* For 3.0 vertex shaders */
270 const char *vs_output[MAX_REG_OUTPUT];
271 /* For 2.x and earlier vertex shaders */
272 const char *texcrd_output[8], *color_output[2], *fog_output;
274 /* 3.0 pshader input for compatibility with fixed function */
275 const char *ps_input[MAX_REG_INPUT];
278 struct ps_signature
280 struct wined3d_shader_signature_element *sig;
281 DWORD idx;
282 struct wine_rb_entry entry;
285 struct arb_pshader_private {
286 struct arb_ps_compiled_shader *gl_shaders;
287 UINT num_gl_shaders, shader_array_size;
288 BOOL has_signature_idx;
289 DWORD input_signature_idx;
290 DWORD clipplane_emulation;
291 BOOL clamp_consts;
294 struct arb_vshader_private {
295 struct arb_vs_compiled_shader *gl_shaders;
296 UINT num_gl_shaders, shader_array_size;
297 UINT rel_offset;
300 struct shader_arb_priv
302 GLuint current_vprogram_id;
303 GLuint current_fprogram_id;
304 const struct arb_ps_compiled_shader *compiled_fprog;
305 const struct arb_vs_compiled_shader *compiled_vprog;
306 GLuint depth_blt_vprogram_id;
307 GLuint depth_blt_fprogram_id_full[tex_type_count];
308 GLuint depth_blt_fprogram_id_masked[tex_type_count];
309 BOOL use_arbfp_fixed_func;
310 struct wine_rb_tree fragment_shaders;
311 BOOL last_ps_const_clamped;
312 BOOL last_vs_color_unclamp;
314 struct wine_rb_tree signature_tree;
315 DWORD ps_sig_number;
318 /* GL locking for state handlers is done by the caller. */
319 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
320 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
322 if (shader_data->rel_offset) return TRUE;
323 if (!reg_maps->usesmova) return FALSE;
324 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
327 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
328 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
330 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
331 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
334 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
335 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
337 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
338 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
339 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
340 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
341 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
342 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
343 if (reg_maps->usesrcp) return TRUE; /* EPS */
344 return FALSE;
347 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
348 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
350 unsigned int ret = 1;
351 /* We use one PARAM for the pos fixup, and in some cases one to load
352 * some immediate values into the shader. */
353 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
354 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
355 return ret;
358 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
359 * When constant_list == NULL, it will load all the constants.
361 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
362 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
364 /* GL locking is done by the caller */
365 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
366 GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
368 local_constant* lconst;
369 DWORD i, j;
370 unsigned int ret;
372 if (TRACE_ON(d3d_constants))
374 for(i = 0; i < max_constants; i++) {
375 if(!dirty_consts[i]) continue;
376 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
377 constants[i * 4 + 0], constants[i * 4 + 1],
378 constants[i * 4 + 2], constants[i * 4 + 3]);
382 i = 0;
384 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
385 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
387 float lcl_const[4];
388 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
389 * shaders, the first 8 constants are marked dirty for reload
391 for(; i < min(8, max_constants); i++) {
392 if(!dirty_consts[i]) continue;
393 dirty_consts[i] = 0;
395 j = 4 * i;
396 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
397 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
398 else lcl_const[0] = constants[j + 0];
400 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
401 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
402 else lcl_const[1] = constants[j + 1];
404 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
405 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
406 else lcl_const[2] = constants[j + 2];
408 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
409 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
410 else lcl_const[3] = constants[j + 3];
412 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
415 /* If further constants are dirty, reload them without clamping.
417 * The alternative is not to touch them, but then we cannot reset the dirty constant count
418 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
419 * above would always re-check the first 8 constants since max_constant remains at the init
420 * value
424 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
426 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
427 * or just reloading *all* constants at once
429 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
431 for(; i < max_constants; i++) {
432 if(!dirty_consts[i]) continue;
434 /* Find the next block of dirty constants */
435 dirty_consts[i] = 0;
436 j = i;
437 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
438 dirty_consts[i] = 0;
441 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
443 } else {
444 for(; i < max_constants; i++) {
445 if(dirty_consts[i]) {
446 dirty_consts[i] = 0;
447 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
451 checkGLcall("glProgramEnvParameter4fvARB()");
453 /* Load immediate constants */
454 if(This->baseShader.load_local_constsF) {
455 if (TRACE_ON(d3d_shader)) {
456 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
457 GLfloat* values = (GLfloat*)lconst->value;
458 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
459 values[0], values[1], values[2], values[3]);
462 /* Immediate constants are clamped for 1.X shaders at loading times */
463 ret = 0;
464 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
465 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
466 ret = max(ret, lconst->idx + 1);
467 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
469 checkGLcall("glProgramEnvParameter4fvARB()");
470 return ret; /* The loaded immediate constants need reloading for the next shader */
471 } else {
472 return 0; /* No constants are dirty now */
477 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
479 static void shader_arb_load_np2fixup_constants(void *shader_priv,
480 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
482 const struct shader_arb_priv * priv = shader_priv;
484 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
485 if (!use_ps(state)) return;
487 if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
488 const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
489 UINT i;
490 WORD active = fixup->super.active;
491 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
493 for (i = 0; active; active >>= 1, ++i)
495 const struct wined3d_texture *tex = state->textures[i];
496 const unsigned char idx = fixup->super.idx[i];
497 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
499 if (!(active & 1)) continue;
501 if (!tex) {
502 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
503 continue;
506 if (idx % 2) {
507 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
508 } else {
509 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
513 for (i = 0; i < fixup->super.num_consts; ++i) {
514 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
515 fixup->offset + i, &np2fixup_constants[i * 4]));
520 /* GL locking is done by the caller. */
521 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
522 const struct wined3d_context *context, const struct wined3d_state *state, float rt_height)
524 const struct wined3d_gl_info *gl_info = context->gl_info;
525 unsigned char i;
527 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
529 int texunit = gl_shader->bumpenvmatconst[i].texunit;
531 /* The state manager takes care that this function is always called if the bump env matrix changes */
532 const float *data = (const float *)&state->texture_states[texunit][WINED3DTSS_BUMPENVMAT00];
533 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
534 gl_shader->bumpenvmatconst[i].const_num, data));
536 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
538 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
539 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
540 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
541 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
543 const float *scale = (const float *)&state->texture_states[texunit][WINED3DTSS_BUMPENVLSCALE];
544 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
545 gl_shader->luminanceconst[i].const_num, scale));
548 checkGLcall("Load bumpmap consts");
550 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
552 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
553 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
554 * ycorrection.z: 1.0
555 * ycorrection.w: 0.0
557 float val[4];
558 val[0] = context->render_offscreen ? 0.0f : rt_height;
559 val[1] = context->render_offscreen ? 1.0f : -1.0f;
560 val[2] = 1.0f;
561 val[3] = 0.0f;
562 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
563 checkGLcall("y correction loading");
566 if (!gl_shader->num_int_consts) return;
568 for(i = 0; i < MAX_CONST_I; i++)
570 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
572 float val[4];
573 val[0] = (float)state->ps_consts_i[4 * i];
574 val[1] = (float)state->ps_consts_i[4 * i + 1];
575 val[2] = (float)state->ps_consts_i[4 * i + 2];
576 val[3] = -1.0f;
578 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
581 checkGLcall("Load ps int consts");
584 /* GL locking is done by the caller. */
585 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
586 const struct wined3d_context *context, const struct wined3d_state *state)
588 const struct wined3d_gl_info *gl_info = context->gl_info;
589 float position_fixup[4];
590 unsigned char i;
592 /* Upload the position fixup */
593 shader_get_position_fixup(context, state, position_fixup);
594 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
596 if (!gl_shader->num_int_consts) return;
598 for(i = 0; i < MAX_CONST_I; i++)
600 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
602 float val[4];
603 val[0] = (float)state->vs_consts_i[4 * i];
604 val[1] = (float)state->vs_consts_i[4 * i + 1];
605 val[2] = (float)state->vs_consts_i[4 * i + 2];
606 val[3] = -1.0f;
608 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
611 checkGLcall("Load vs int consts");
615 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
617 * We only support float constants in ARB at the moment, so don't
618 * worry about the Integers or Booleans
620 /* GL locking is done by the caller (state handler) */
621 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
623 IWineD3DDeviceImpl *device = context->swapchain->device;
624 struct wined3d_stateblock *stateBlock = device->stateBlock;
625 const struct wined3d_gl_info *gl_info = context->gl_info;
626 struct shader_arb_priv *priv = device->shader_priv;
628 if (useVertexShader)
630 IWineD3DBaseShaderImpl *vshader = (IWineD3DBaseShaderImpl *)stateBlock->state.vertex_shader;
631 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
633 /* Load DirectX 9 float constants for vertex shader */
634 device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
635 device->highest_dirty_vs_const, stateBlock->state.vs_consts_f, context->vshader_const_dirty);
636 shader_arb_vs_local_constants(gl_shader, context, &stateBlock->state);
639 if (usePixelShader)
641 IWineD3DBaseShaderImpl *pshader = (IWineD3DBaseShaderImpl *)stateBlock->state.pixel_shader;
642 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
643 float rt_height = device->render_targets[0]->resource.height;
645 /* Load DirectX 9 float constants for pixel shader */
646 device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
647 device->highest_dirty_ps_const, stateBlock->state.ps_consts_f, context->pshader_const_dirty);
648 shader_arb_ps_local_constants(gl_shader, context, &stateBlock->state, rt_height);
652 static void shader_arb_update_float_vertex_constants(IWineD3DDeviceImpl *device, UINT start, UINT count)
654 struct wined3d_context *context = context_get_current();
656 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
657 * context. On a context switch the old context will be fully dirtified */
658 if (!context || context->swapchain->device != device) return;
660 memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
661 device->highest_dirty_vs_const = max(device->highest_dirty_vs_const, start + count);
664 static void shader_arb_update_float_pixel_constants(IWineD3DDeviceImpl *device, UINT start, UINT count)
666 struct wined3d_context *context = context_get_current();
668 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
669 * context. On a context switch the old context will be fully dirtified */
670 if (!context || context->swapchain->device != device) return;
672 memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
673 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, start + count);
676 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
678 DWORD *ret;
679 DWORD idx = 0;
680 const local_constant *lconst;
682 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
684 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
685 if(!ret) {
686 ERR("Out of memory\n");
687 return NULL;
690 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
691 ret[lconst->idx] = idx++;
693 return ret;
696 /* Generate the variable & register declarations for the ARB_vertex_program output target */
697 static DWORD shader_generate_arb_declarations(IWineD3DBaseShaderImpl *shader,
698 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
699 const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
700 DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
702 DWORD i, next_local = 0;
703 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
704 unsigned max_constantsF;
705 const local_constant *lconst;
706 DWORD map;
708 /* In pixel shaders, all private constants are program local, we don't need anything
709 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
710 * If we need a private constant the GL implementation will squeeze it in somewhere
712 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
713 * immediate values. The posFixup is loaded using program.env for now, so always
714 * subtract one from the number of constants. If the shader uses indirect addressing,
715 * account for the helper const too because we have to declare all availabke d3d constants
716 * and don't know which are actually used.
718 if (pshader)
720 max_constantsF = gl_info->limits.arb_ps_native_constants;
721 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
722 if (max_constantsF < 24)
723 max_constantsF = gl_info->limits.arb_ps_float_constants;
725 else
727 const struct arb_vshader_private *shader_data = shader->baseShader.backend_data;
728 max_constantsF = gl_info->limits.arb_vs_native_constants;
729 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
730 * Also prevents max_constantsF from becoming less than 0 and
731 * wrapping . */
732 if (max_constantsF < 96)
733 max_constantsF = gl_info->limits.arb_vs_float_constants;
735 if (reg_maps->usesrelconstF)
737 DWORD highest_constf = 0, clip_limit;
739 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
740 max_constantsF -= count_bits(reg_maps->integer_constants);
742 for (i = 0; i < shader->baseShader.limits.constant_float; ++i)
744 DWORD idx = i >> 5;
745 DWORD shift = i & 0x1f;
746 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
749 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
751 if(ctx->cur_vs_args->super.clip_enabled)
752 clip_limit = gl_info->limits.clipplanes;
753 else
754 clip_limit = 0;
756 else
758 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
759 clip_limit = min(count_bits(mask), 4);
761 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
762 max_constantsF -= *num_clipplanes;
763 if(*num_clipplanes < clip_limit)
765 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
768 else
770 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
771 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
775 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
777 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
780 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
782 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
785 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
787 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
789 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
793 /* Load local constants using the program-local space,
794 * this avoids reloading them each time the shader is used
796 if (lconst_map)
798 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry)
800 shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
801 lconst_map[lconst->idx]);
802 next_local = max(next_local, lconst_map[lconst->idx] + 1);
806 /* After subtracting privately used constants from the hardware limit(they are loaded as
807 * local constants), make sure the shader doesn't violate the env constant limit
809 if(pshader)
811 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
813 else
815 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
818 /* Avoid declaring more constants than needed */
819 max_constantsF = min(max_constantsF, shader->baseShader.limits.constant_float);
821 /* we use the array-based constants array if the local constants are marked for loading,
822 * because then we use indirect addressing, or when the local constant list is empty,
823 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
824 * local constants do not declare the loaded constants as an array because ARB compilers usually
825 * do not optimize unused constants away
827 if (reg_maps->usesrelconstF)
829 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
830 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
831 max_constantsF, max_constantsF - 1);
832 } else {
833 for(i = 0; i < max_constantsF; i++) {
834 DWORD idx, mask;
835 idx = i >> 5;
836 mask = 1 << (i & 0x1f);
837 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
839 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
844 return next_local;
847 static const char * const shift_tab[] = {
848 "dummy", /* 0 (none) */
849 "coefmul.x", /* 1 (x2) */
850 "coefmul.y", /* 2 (x4) */
851 "coefmul.z", /* 3 (x8) */
852 "coefmul.w", /* 4 (x16) */
853 "dummy", /* 5 (x32) */
854 "dummy", /* 6 (x64) */
855 "dummy", /* 7 (x128) */
856 "dummy", /* 8 (d256) */
857 "dummy", /* 9 (d128) */
858 "dummy", /* 10 (d64) */
859 "dummy", /* 11 (d32) */
860 "coefdiv.w", /* 12 (d16) */
861 "coefdiv.z", /* 13 (d8) */
862 "coefdiv.y", /* 14 (d4) */
863 "coefdiv.x" /* 15 (d2) */
866 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
867 const struct wined3d_shader_dst_param *dst, char *write_mask)
869 char *ptr = write_mask;
871 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
873 *ptr++ = '.';
874 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
875 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
876 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
877 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
880 *ptr = '\0';
883 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
885 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
886 * but addressed as "rgba". To fix this we need to swap the register's x
887 * and z components. */
888 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
889 char *ptr = swizzle_str;
891 /* swizzle bits fields: wwzzyyxx */
892 DWORD swizzle = param->swizzle;
893 DWORD swizzle_x = swizzle & 0x03;
894 DWORD swizzle_y = (swizzle >> 2) & 0x03;
895 DWORD swizzle_z = (swizzle >> 4) & 0x03;
896 DWORD swizzle_w = (swizzle >> 6) & 0x03;
898 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
899 * generate a swizzle string. Unless we need to our own swizzling. */
900 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
902 *ptr++ = '.';
903 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
904 *ptr++ = swizzle_chars[swizzle_x];
905 } else {
906 *ptr++ = swizzle_chars[swizzle_x];
907 *ptr++ = swizzle_chars[swizzle_y];
908 *ptr++ = swizzle_chars[swizzle_z];
909 *ptr++ = swizzle_chars[swizzle_w];
913 *ptr = '\0';
916 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
918 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
919 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
921 if (!strcmp(priv->addr_reg, src)) return;
923 strcpy(priv->addr_reg, src);
924 shader_addline(buffer, "ARL A0.x, %s;\n", src);
927 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
928 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
930 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
931 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
933 /* oPos, oFog and oPts in D3D */
934 static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
935 struct IWineD3DBaseShaderImpl *shader = ins->ctx->shader;
936 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
937 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
938 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
940 *is_color = FALSE;
942 switch (reg->type)
944 case WINED3DSPR_TEMP:
945 sprintf(register_name, "R%u", reg->idx);
946 break;
948 case WINED3DSPR_INPUT:
949 if (pshader)
951 if (reg_maps->shader_version.major < 3)
953 if (!reg->idx) strcpy(register_name, "fragment.color.primary");
954 else strcpy(register_name, "fragment.color.secondary");
956 else
958 if(reg->rel_addr)
960 char rel_reg[50];
961 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
963 if (!strcmp(rel_reg, "**aL_emul**"))
965 DWORD idx = ctx->aL + reg->idx;
966 if(idx < MAX_REG_INPUT)
968 strcpy(register_name, ctx->ps_input[idx]);
970 else
972 ERR("Pixel shader input register out of bounds: %u\n", idx);
973 sprintf(register_name, "out_of_bounds_%u", idx);
976 else if (reg_maps->input_registers & 0x0300)
978 /* There are two ways basically:
980 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
981 * That means trouble if the loop also contains a breakc or if the control values
982 * aren't local constants.
983 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
984 * source dynamically. The trouble is that we cannot simply read aL.y because it
985 * is an ADDRESS register. We could however push it, load .zw with a value and use
986 * ADAC to load the condition code register and pop it again afterwards
988 FIXME("Relative input register addressing with more than 8 registers\n");
990 /* This is better than nothing for now */
991 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
993 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
995 /* This is problematic because we'd have to consult the ctx->ps_input strings
996 * for where to find the varying. Some may be "0.0", others can be texcoords or
997 * colors. This needs either a pipeline replacement to make the vertex shader feed
998 * proper varyings, or loop unrolling
1000 * For now use the texcoords and hope for the best
1002 FIXME("Non-vertex shader varying input with indirect addressing\n");
1003 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1005 else
1007 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1008 * pulls GL_NV_fragment_program2 in
1010 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1013 else
1015 if(reg->idx < MAX_REG_INPUT)
1017 strcpy(register_name, ctx->ps_input[reg->idx]);
1019 else
1021 ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
1022 sprintf(register_name, "out_of_bounds_%u", reg->idx);
1027 else
1029 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1030 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
1032 break;
1034 case WINED3DSPR_CONST:
1035 if (!pshader && reg->rel_addr)
1037 const struct arb_vshader_private *shader_data = shader->baseShader.backend_data;
1038 UINT rel_offset = shader_data->rel_offset;
1039 BOOL aL = FALSE;
1040 char rel_reg[50];
1041 if (reg_maps->shader_version.major < 2)
1043 sprintf(rel_reg, "A0.x");
1044 } else {
1045 shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
1046 if(ctx->target_version == ARB) {
1047 if (!strcmp(rel_reg, "**aL_emul**"))
1049 aL = TRUE;
1050 } else {
1051 shader_arb_request_a0(ins, rel_reg);
1052 sprintf(rel_reg, "A0.x");
1056 if(aL)
1057 sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
1058 else if (reg->idx >= rel_offset)
1059 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
1060 else
1061 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx);
1063 else
1065 if (reg_maps->usesrelconstF)
1066 sprintf(register_name, "C[%u]", reg->idx);
1067 else
1068 sprintf(register_name, "C%u", reg->idx);
1070 break;
1072 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1073 if (pshader)
1075 if (reg_maps->shader_version.major == 1
1076 && reg_maps->shader_version.minor <= 3)
1078 /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1079 * and as source to most instructions. For some instructions it is the texcoord
1080 * input. Those instructions know about the special use
1082 sprintf(register_name, "T%u", reg->idx);
1083 } else {
1084 /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1085 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1088 else
1090 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1092 sprintf(register_name, "A%u", reg->idx);
1094 else
1096 sprintf(register_name, "A%u_SHADOW", reg->idx);
1099 break;
1101 case WINED3DSPR_COLOROUT:
1102 if (ctx->cur_ps_args->super.srgb_correction && !reg->idx)
1104 strcpy(register_name, "TMP_COLOR");
1106 else
1108 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1109 if (reg_maps->highest_render_target > 0)
1111 sprintf(register_name, "result.color[%u]", reg->idx);
1113 else
1115 strcpy(register_name, "result.color");
1118 break;
1120 case WINED3DSPR_RASTOUT:
1121 if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1122 else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1123 break;
1125 case WINED3DSPR_DEPTHOUT:
1126 strcpy(register_name, "result.depth");
1127 break;
1129 case WINED3DSPR_ATTROUT:
1130 /* case WINED3DSPR_OUTPUT: */
1131 if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1132 else strcpy(register_name, ctx->color_output[reg->idx]);
1133 break;
1135 case WINED3DSPR_TEXCRDOUT:
1136 if (pshader)
1138 sprintf(register_name, "oT[%u]", reg->idx);
1140 else
1142 if (reg_maps->shader_version.major < 3)
1144 strcpy(register_name, ctx->texcrd_output[reg->idx]);
1146 else
1148 strcpy(register_name, ctx->vs_output[reg->idx]);
1151 break;
1153 case WINED3DSPR_LOOP:
1154 if(ctx->target_version >= NV2)
1156 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1157 if(pshader) sprintf(register_name, "A0.x");
1158 else sprintf(register_name, "aL.y");
1160 else
1162 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1163 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1164 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1165 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1166 * indexing
1168 sprintf(register_name, "**aL_emul**");
1171 break;
1173 case WINED3DSPR_CONSTINT:
1174 sprintf(register_name, "I%u", reg->idx);
1175 break;
1177 case WINED3DSPR_MISCTYPE:
1178 if (!reg->idx)
1180 sprintf(register_name, "vpos");
1182 else if(reg->idx == 1)
1184 sprintf(register_name, "fragment.facing.x");
1186 else
1188 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1190 break;
1192 default:
1193 FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1194 sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1195 break;
1199 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1200 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1202 char register_name[255];
1203 char write_mask[6];
1204 BOOL is_color;
1206 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1207 strcpy(str, register_name);
1209 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1210 strcat(str, write_mask);
1213 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1215 switch(channel_source)
1217 case CHANNEL_SOURCE_ZERO: return "0";
1218 case CHANNEL_SOURCE_ONE: return "1";
1219 case CHANNEL_SOURCE_X: return "x";
1220 case CHANNEL_SOURCE_Y: return "y";
1221 case CHANNEL_SOURCE_Z: return "z";
1222 case CHANNEL_SOURCE_W: return "w";
1223 default:
1224 FIXME("Unhandled channel source %#x\n", channel_source);
1225 return "undefined";
1229 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1230 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1232 DWORD mask;
1234 if (is_complex_fixup(fixup))
1236 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1237 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1238 return;
1241 mask = 0;
1242 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1243 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1244 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1245 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1246 mask &= dst_mask;
1248 if (mask)
1250 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1251 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1252 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1255 mask = 0;
1256 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1257 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1258 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1259 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1260 mask &= dst_mask;
1262 if (mask)
1264 char reg_mask[6];
1265 char *ptr = reg_mask;
1267 if (mask != WINED3DSP_WRITEMASK_ALL)
1269 *ptr++ = '.';
1270 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1271 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1272 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1273 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1275 *ptr = '\0';
1277 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1281 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1283 DWORD mod;
1284 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1285 if (!ins->dst_count) return "";
1287 mod = ins->dst[0].modifiers;
1289 /* Silently ignore PARTIALPRECISION if its not supported */
1290 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1292 if(mod & WINED3DSPDM_MSAMPCENTROID)
1294 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1295 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1298 switch(mod)
1300 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1301 return "H_SAT";
1303 case WINED3DSPDM_SATURATE:
1304 return "_SAT";
1306 case WINED3DSPDM_PARTIALPRECISION:
1307 return "H";
1309 case 0:
1310 return "";
1312 default:
1313 FIXME("Unknown modifiers 0x%08x\n", mod);
1314 return "";
1318 #define TEX_PROJ 0x1
1319 #define TEX_BIAS 0x2
1320 #define TEX_LOD 0x4
1321 #define TEX_DERIV 0x10
1323 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1324 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1326 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1327 DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1328 const struct wined3d_texture *texture;
1329 const char *tex_type;
1330 BOOL np2_fixup = FALSE;
1331 struct IWineD3DBaseShaderImpl *shader = ins->ctx->shader;
1332 IWineD3DDeviceImpl *device = shader->baseShader.device;
1333 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1334 const char *mod;
1335 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1337 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1338 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1340 switch(sampler_type) {
1341 case WINED3DSTT_1D:
1342 tex_type = "1D";
1343 break;
1345 case WINED3DSTT_2D:
1346 texture = device->stateBlock->state.textures[sampler_idx];
1347 if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
1349 tex_type = "RECT";
1350 } else {
1351 tex_type = "2D";
1353 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1355 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1357 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1358 else np2_fixup = TRUE;
1361 break;
1363 case WINED3DSTT_VOLUME:
1364 tex_type = "3D";
1365 break;
1367 case WINED3DSTT_CUBE:
1368 tex_type = "CUBE";
1369 break;
1371 default:
1372 ERR("Unexpected texture type %d\n", sampler_type);
1373 tex_type = "";
1376 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1377 * so don't use shader_arb_get_modifier
1379 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1380 else mod = "";
1382 /* Fragment samplers always have indentity mapping */
1383 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1385 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1388 if (flags & TEX_DERIV)
1390 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1391 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1392 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1393 dsx, dsy,sampler_idx, tex_type);
1395 else if(flags & TEX_LOD)
1397 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1398 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1399 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1400 sampler_idx, tex_type);
1402 else if (flags & TEX_BIAS)
1404 /* Shouldn't be possible, but let's check for it */
1405 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1406 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1407 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1409 else if (flags & TEX_PROJ)
1411 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1413 else
1415 if (np2_fixup)
1417 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1418 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1419 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1421 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1423 else
1424 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1427 if (pshader)
1429 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1430 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1431 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1432 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1436 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1437 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1439 /* Generate a line that does the input modifier computation and return the input register to use */
1440 BOOL is_color = FALSE;
1441 char regstr[256];
1442 char swzstr[20];
1443 int insert_line;
1444 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1445 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1446 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1447 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1449 /* Assume a new line will be added */
1450 insert_line = 1;
1452 /* Get register name */
1453 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1454 shader_arb_get_swizzle(src, is_color, swzstr);
1456 switch (src->modifiers)
1458 case WINED3DSPSM_NONE:
1459 sprintf(outregstr, "%s%s", regstr, swzstr);
1460 insert_line = 0;
1461 break;
1462 case WINED3DSPSM_NEG:
1463 sprintf(outregstr, "-%s%s", regstr, swzstr);
1464 insert_line = 0;
1465 break;
1466 case WINED3DSPSM_BIAS:
1467 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1468 break;
1469 case WINED3DSPSM_BIASNEG:
1470 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1471 break;
1472 case WINED3DSPSM_SIGN:
1473 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1474 break;
1475 case WINED3DSPSM_SIGNNEG:
1476 shader_addline(buffer, "MAD T%c, %s, %s, %s;\n", 'A' + tmpreg, regstr, two, one);
1477 break;
1478 case WINED3DSPSM_COMP:
1479 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1480 break;
1481 case WINED3DSPSM_X2:
1482 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1483 break;
1484 case WINED3DSPSM_X2NEG:
1485 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1486 break;
1487 case WINED3DSPSM_DZ:
1488 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1489 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1490 break;
1491 case WINED3DSPSM_DW:
1492 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1493 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1494 break;
1495 case WINED3DSPSM_ABS:
1496 if(ctx->target_version >= NV2) {
1497 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1498 insert_line = 0;
1499 } else {
1500 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1502 break;
1503 case WINED3DSPSM_ABSNEG:
1504 if(ctx->target_version >= NV2) {
1505 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1506 } else {
1507 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1508 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1510 insert_line = 0;
1511 break;
1512 default:
1513 sprintf(outregstr, "%s%s", regstr, swzstr);
1514 insert_line = 0;
1517 /* Return modified or original register, with swizzle */
1518 if (insert_line)
1519 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1522 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1524 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1525 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1526 char dst_name[50];
1527 char src_name[2][50];
1528 DWORD sampler_code = dst->reg.idx;
1530 shader_arb_get_dst_param(ins, dst, dst_name);
1532 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1534 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1535 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1536 * temps is done.
1538 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1539 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1540 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1541 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1542 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1544 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1545 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1548 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1550 *extra_char = ' ';
1551 switch(mod)
1553 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1554 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1555 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1556 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1557 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1558 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1559 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1560 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1561 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1562 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1563 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1564 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1565 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1567 FIXME("Unknown modifier %u\n", mod);
1568 return mod;
1571 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1573 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1574 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1575 char dst_name[50];
1576 char src_name[3][50];
1577 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1578 ins->ctx->reg_maps->shader_version.minor);
1579 BOOL is_color;
1581 shader_arb_get_dst_param(ins, dst, dst_name);
1582 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1584 /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1585 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1587 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1588 } else {
1589 struct wined3d_shader_src_param src0_copy = ins->src[0];
1590 char extra_neg;
1592 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1593 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1595 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1596 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1597 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1598 /* No modifiers supported on CMP */
1599 shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1601 /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1602 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1604 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1605 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1610 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1612 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1613 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1614 char dst_name[50];
1615 char src_name[3][50];
1616 BOOL is_color;
1618 shader_arb_get_dst_param(ins, dst, dst_name);
1620 /* Generate input register names (with modifiers) */
1621 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1622 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1623 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1625 /* No modifiers are supported on CMP */
1626 shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1627 src_name[0], src_name[2], src_name[1]);
1629 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1631 shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1632 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1636 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1637 * dst = dot2(src0, src1) + src2 */
1638 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1640 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1641 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1642 char dst_name[50];
1643 char src_name[3][50];
1644 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1646 shader_arb_get_dst_param(ins, dst, dst_name);
1647 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1648 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1650 if(ctx->target_version >= NV3)
1652 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1653 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1654 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1655 dst_name, src_name[0], src_name[1], src_name[2]);
1657 else if(ctx->target_version >= NV2)
1659 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1660 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1661 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1662 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1664 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1666 * .xyxy and other swizzles that we could get with this are not valid in
1667 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1669 struct wined3d_shader_src_param tmp_param = ins->src[1];
1670 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1671 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1673 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1675 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1676 dst_name, src_name[2], src_name[0], src_name[1]);
1678 else
1680 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1681 /* 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]
1682 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1684 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1685 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1686 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1687 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1691 /* Map the opcode 1-to-1 to the GL code */
1692 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1694 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1695 const char *instruction;
1696 char arguments[256], dst_str[50];
1697 unsigned int i;
1698 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1700 switch (ins->handler_idx)
1702 case WINED3DSIH_ABS: instruction = "ABS"; break;
1703 case WINED3DSIH_ADD: instruction = "ADD"; break;
1704 case WINED3DSIH_CRS: instruction = "XPD"; break;
1705 case WINED3DSIH_DP3: instruction = "DP3"; break;
1706 case WINED3DSIH_DP4: instruction = "DP4"; break;
1707 case WINED3DSIH_DST: instruction = "DST"; break;
1708 case WINED3DSIH_FRC: instruction = "FRC"; break;
1709 case WINED3DSIH_LIT: instruction = "LIT"; break;
1710 case WINED3DSIH_LRP: instruction = "LRP"; break;
1711 case WINED3DSIH_MAD: instruction = "MAD"; break;
1712 case WINED3DSIH_MAX: instruction = "MAX"; break;
1713 case WINED3DSIH_MIN: instruction = "MIN"; break;
1714 case WINED3DSIH_MOV: instruction = "MOV"; break;
1715 case WINED3DSIH_MUL: instruction = "MUL"; break;
1716 case WINED3DSIH_SGE: instruction = "SGE"; break;
1717 case WINED3DSIH_SLT: instruction = "SLT"; break;
1718 case WINED3DSIH_SUB: instruction = "SUB"; break;
1719 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1720 case WINED3DSIH_DSX: instruction = "DDX"; break;
1721 default: instruction = "";
1722 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1723 break;
1726 /* Note that shader_arb_add_dst_param() adds spaces. */
1727 arguments[0] = '\0';
1728 shader_arb_get_dst_param(ins, dst, dst_str);
1729 for (i = 0; i < ins->src_count; ++i)
1731 char operand[100];
1732 strcat(arguments, ", ");
1733 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1734 strcat(arguments, operand);
1736 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1739 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1741 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1742 shader_addline(buffer, "NOP;\n");
1745 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1747 struct IWineD3DBaseShaderImpl *shader = ins->ctx->shader;
1748 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1749 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1750 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1751 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1752 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1753 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1755 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1756 char src0_param[256];
1758 if (ins->handler_idx == WINED3DSIH_MOVA)
1760 const struct arb_vshader_private *shader_data = shader->baseShader.backend_data;
1761 char write_mask[6];
1762 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1764 if(ctx->target_version >= NV2) {
1765 shader_hw_map2gl(ins);
1766 return;
1768 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1769 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1771 /* This implements the mova formula used in GLSL. The first two instructions
1772 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1773 * in this case:
1774 * mova A0.x, 0.0
1776 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1778 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1779 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1781 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1782 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1784 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1785 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1786 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1787 if (shader_data->rel_offset)
1789 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1791 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1793 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1795 else if (reg_maps->shader_version.major == 1
1796 && !shader_is_pshader_version(reg_maps->shader_version.type)
1797 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1799 const struct arb_vshader_private *shader_data = shader->baseShader.backend_data;
1800 src0_param[0] = '\0';
1802 if (shader_data->rel_offset)
1804 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1805 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1806 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1807 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1809 else
1811 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1812 * with more than one component. Thus replicate the first source argument over all
1813 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1814 struct wined3d_shader_src_param tmp_src = ins->src[0];
1815 tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1816 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1817 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1820 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx && pshader)
1822 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1823 if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1825 shader_addline(buffer, "#mov handled in srgb write code\n");
1826 return;
1828 shader_hw_map2gl(ins);
1830 else
1832 shader_hw_map2gl(ins);
1836 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1838 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1839 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1840 char reg_dest[40];
1842 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1843 * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1845 shader_arb_get_dst_param(ins, dst, reg_dest);
1847 if (ins->ctx->reg_maps->shader_version.major >= 2)
1849 const char *kilsrc = "TA";
1850 BOOL is_color;
1852 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1853 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1855 kilsrc = reg_dest;
1857 else
1859 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1860 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1861 * masked out components to 0(won't kill)
1863 char x = '0', y = '0', z = '0', w = '0';
1864 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1865 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1866 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1867 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1868 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1870 shader_addline(buffer, "KIL %s;\n", kilsrc);
1871 } else {
1872 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1873 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1875 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1876 * or pass in any temporary register(in shader phase 2)
1878 if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1879 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1880 } else {
1881 shader_arb_get_dst_param(ins, dst, reg_dest);
1883 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1884 shader_addline(buffer, "KIL TA;\n");
1888 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1890 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1891 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1892 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1893 ins->ctx->reg_maps->shader_version.minor);
1894 struct wined3d_shader_src_param src;
1896 char reg_dest[40];
1897 char reg_coord[40];
1898 DWORD reg_sampler_code;
1899 WORD myflags = 0;
1901 /* All versions have a destination register */
1902 shader_arb_get_dst_param(ins, dst, reg_dest);
1904 /* 1.0-1.4: Use destination register number as texture code.
1905 2.0+: Use provided sampler number as texure code. */
1906 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1907 reg_sampler_code = dst->reg.idx;
1908 else
1909 reg_sampler_code = ins->src[1].reg.idx;
1911 /* 1.0-1.3: Use the texcoord varying.
1912 1.4+: Use provided coordinate source register. */
1913 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1914 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1915 else {
1916 /* TEX is the only instruction that can handle DW and DZ natively */
1917 src = ins->src[0];
1918 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1919 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1920 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1923 /* projection flag:
1924 * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1925 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1926 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1928 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1930 DWORD flags = 0;
1931 if (reg_sampler_code < MAX_TEXTURES)
1932 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1933 if (flags & WINED3D_PSARGS_PROJECTED)
1934 myflags |= TEX_PROJ;
1936 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1938 DWORD src_mod = ins->src[0].modifiers;
1939 if (src_mod == WINED3DSPSM_DZ) {
1940 /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1941 * varying register, so we need a temp reg
1943 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1944 strcpy(reg_coord, "TA");
1945 myflags |= TEX_PROJ;
1946 } else if(src_mod == WINED3DSPSM_DW) {
1947 myflags |= TEX_PROJ;
1949 } else {
1950 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1951 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1953 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1956 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1958 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1959 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1960 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1961 ins->ctx->reg_maps->shader_version.minor);
1962 char dst_str[50];
1964 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1966 DWORD reg = dst->reg.idx;
1968 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1969 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1970 } else {
1971 char reg_src[40];
1973 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1974 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1975 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1979 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1981 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1982 DWORD flags = 0;
1984 DWORD reg1 = ins->dst[0].reg.idx;
1985 char dst_str[50];
1986 char src_str[50];
1988 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1989 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1990 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1991 /* Move .x first in case src_str is "TA" */
1992 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1993 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1994 if (reg1 < MAX_TEXTURES)
1996 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1997 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1999 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2002 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2004 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2006 DWORD reg1 = ins->dst[0].reg.idx;
2007 char dst_str[50];
2008 char src_str[50];
2010 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2011 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2012 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2013 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2014 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2015 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2018 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2020 DWORD reg1 = ins->dst[0].reg.idx;
2021 char dst_str[50];
2022 char src_str[50];
2024 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2025 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2026 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2027 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2030 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2032 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2033 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2034 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2035 char reg_coord[40], dst_reg[50], src_reg[50];
2036 DWORD reg_dest_code;
2038 /* All versions have a destination register. The Tx where the texture coordinates come
2039 * from is the varying incarnation of the texture register
2041 reg_dest_code = dst->reg.idx;
2042 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2043 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2044 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2046 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2047 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2049 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2050 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2052 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2053 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2054 * extension.
2056 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2057 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2058 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2059 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2061 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2062 * so we can't let the GL handle this.
2064 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2065 & WINED3D_PSARGS_PROJECTED)
2067 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2068 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2069 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2070 } else {
2071 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2074 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2076 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2078 /* No src swizzles are allowed, so this is ok */
2079 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2080 src_reg, reg_dest_code, reg_dest_code);
2081 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2085 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2087 DWORD reg = ins->dst[0].reg.idx;
2088 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2089 char src0_name[50], dst_name[50];
2090 BOOL is_color;
2091 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2093 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2094 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2095 * T<reg+1> register. Use this register to store the calculated vector
2097 tmp_reg.idx = reg + 1;
2098 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2099 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2102 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2104 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2105 DWORD flags;
2106 DWORD reg = ins->dst[0].reg.idx;
2107 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2108 char dst_str[50];
2109 char src0_name[50];
2110 char dst_reg[50];
2111 BOOL is_color;
2113 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2114 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2116 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2117 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2118 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2119 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2120 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2123 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2125 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2126 DWORD reg = ins->dst[0].reg.idx;
2127 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2128 char src0_name[50], dst_name[50];
2129 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2130 BOOL is_color;
2132 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2133 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2134 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2136 tmp_reg.idx = reg + 2 - tex_mx->current_row;
2137 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2139 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2140 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2141 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2142 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2145 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2147 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2148 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2149 DWORD flags;
2150 DWORD reg = ins->dst[0].reg.idx;
2151 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2152 char dst_str[50];
2153 char src0_name[50], dst_name[50];
2154 BOOL is_color;
2156 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2157 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2158 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2160 /* Sample the texture using the calculated coordinates */
2161 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2162 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2163 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2164 tex_mx->current_row = 0;
2167 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2169 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2170 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2171 DWORD flags;
2172 DWORD reg = ins->dst[0].reg.idx;
2173 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2174 char dst_str[50];
2175 char src0_name[50];
2176 char dst_reg[50];
2177 BOOL is_color;
2179 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2180 * components for temporary data storage
2182 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2183 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2184 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2186 /* Construct the eye-ray vector from w coordinates */
2187 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2188 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2189 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2191 /* Calculate reflection vector
2193 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2194 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2195 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2196 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2197 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2198 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2199 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2201 /* Sample the texture using the calculated coordinates */
2202 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2203 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2204 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2205 tex_mx->current_row = 0;
2208 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2210 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2211 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2212 DWORD flags;
2213 DWORD reg = ins->dst[0].reg.idx;
2214 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2215 char dst_str[50];
2216 char src0_name[50];
2217 char src1_name[50];
2218 char dst_reg[50];
2219 BOOL is_color;
2221 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2222 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2223 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2224 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2225 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2227 /* Calculate reflection vector.
2229 * dot(N, E)
2230 * dst_reg.xyz = 2 * --------- * N - E
2231 * dot(N, N)
2233 * Which normalizes the normal vector
2235 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2236 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2237 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2238 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2239 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2240 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2242 /* Sample the texture using the calculated coordinates */
2243 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2244 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2245 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2246 tex_mx->current_row = 0;
2249 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2251 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2252 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2253 char dst_name[50];
2254 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2255 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2257 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2258 * which is essentially an input, is the destination register because it is the first
2259 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2260 * here(writemasks/swizzles are not valid on texdepth)
2262 shader_arb_get_dst_param(ins, dst, dst_name);
2264 /* According to the msdn, the source register(must be r5) is unusable after
2265 * the texdepth instruction, so we're free to modify it
2267 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2269 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2270 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2271 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2273 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2274 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2275 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2276 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2279 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2280 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2281 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2282 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2284 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2285 DWORD sampler_idx = ins->dst[0].reg.idx;
2286 char src0[50];
2287 char dst_str[50];
2289 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2290 shader_addline(buffer, "MOV TB, 0.0;\n");
2291 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2293 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2294 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2297 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2298 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2299 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2301 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2302 char src0[50];
2303 char dst_str[50];
2304 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2306 /* Handle output register */
2307 shader_arb_get_dst_param(ins, dst, dst_str);
2308 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2309 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2312 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2313 * Perform the 3rd row of a 3x3 matrix multiply */
2314 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2316 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2317 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2318 char dst_str[50], dst_name[50];
2319 char src0[50];
2320 BOOL is_color;
2322 shader_arb_get_dst_param(ins, dst, dst_str);
2323 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2324 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2325 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2326 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2329 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2330 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2331 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2332 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2334 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2336 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2337 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2338 char src0[50], dst_name[50];
2339 BOOL is_color;
2340 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2341 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2343 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2344 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2345 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2347 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2348 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2349 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2351 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2352 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2353 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2354 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2357 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2358 Vertex/Pixel shaders to ARB_vertex_program codes */
2359 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2361 int i;
2362 int nComponents = 0;
2363 struct wined3d_shader_dst_param tmp_dst = {{0}};
2364 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2365 struct wined3d_shader_instruction tmp_ins;
2367 memset(&tmp_ins, 0, sizeof(tmp_ins));
2369 /* Set constants for the temporary argument */
2370 tmp_ins.ctx = ins->ctx;
2371 tmp_ins.dst_count = 1;
2372 tmp_ins.dst = &tmp_dst;
2373 tmp_ins.src_count = 2;
2374 tmp_ins.src = tmp_src;
2376 switch(ins->handler_idx)
2378 case WINED3DSIH_M4x4:
2379 nComponents = 4;
2380 tmp_ins.handler_idx = WINED3DSIH_DP4;
2381 break;
2382 case WINED3DSIH_M4x3:
2383 nComponents = 3;
2384 tmp_ins.handler_idx = WINED3DSIH_DP4;
2385 break;
2386 case WINED3DSIH_M3x4:
2387 nComponents = 4;
2388 tmp_ins.handler_idx = WINED3DSIH_DP3;
2389 break;
2390 case WINED3DSIH_M3x3:
2391 nComponents = 3;
2392 tmp_ins.handler_idx = WINED3DSIH_DP3;
2393 break;
2394 case WINED3DSIH_M3x2:
2395 nComponents = 2;
2396 tmp_ins.handler_idx = WINED3DSIH_DP3;
2397 break;
2398 default:
2399 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2400 break;
2403 tmp_dst = ins->dst[0];
2404 tmp_src[0] = ins->src[0];
2405 tmp_src[1] = ins->src[1];
2406 for (i = 0; i < nComponents; i++) {
2407 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2408 shader_hw_map2gl(&tmp_ins);
2409 ++tmp_src[1].reg.idx;
2413 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2415 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2416 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2417 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2419 char dst[50];
2420 char src[50];
2422 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2423 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2424 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2426 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2427 * .w is used
2429 strcat(src, ".w");
2432 /* TODO: If the destination is readable, and not the same as the source, the destination
2433 * can be used instead of TA
2435 if (priv->target_version >= NV2)
2437 shader_addline(buffer, "MOVC TA.x, %s;\n", src);
2438 shader_addline(buffer, "MOV TA.x (EQ.x), %s;\n", flt_eps);
2439 shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2441 else
2443 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2444 shader_addline(buffer, "ABS TA.x, %s;\n", src);
2445 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2446 shader_addline(buffer, "MAD TA.x, TA.y, %s, %s;\n", flt_eps, src);
2447 shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2451 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2453 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2454 const char *instruction;
2456 char dst[50];
2457 char src[50];
2459 switch(ins->handler_idx)
2461 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2462 case WINED3DSIH_RCP: instruction = "RCP"; break;
2463 case WINED3DSIH_EXP: instruction = "EX2"; break;
2464 case WINED3DSIH_EXPP: instruction = "EXP"; break;
2465 default: instruction = "";
2466 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2467 break;
2470 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2471 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2472 if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2474 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2475 * .w is used
2477 strcat(src, ".w");
2480 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2483 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2485 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2486 char dst_name[50];
2487 char src_name[50];
2488 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2489 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2490 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2492 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2493 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2495 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2496 * otherwise NRM or RSQ would return NaN */
2497 if(pshader && priv->target_version >= NV3)
2499 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2501 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2503 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2504 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2505 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2507 else if(priv->target_version >= NV2)
2509 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2510 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2511 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2512 src_name);
2514 else
2516 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2518 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2519 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2520 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2522 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2523 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2525 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2526 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2527 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2528 src_name);
2532 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2534 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2535 char dst_name[50];
2536 char src_name[3][50];
2538 /* ARB_fragment_program has a convenient LRP instruction */
2539 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2540 shader_hw_map2gl(ins);
2541 return;
2544 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2545 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2546 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2547 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2549 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2550 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2551 dst_name, src_name[0], src_name[2]);
2554 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2556 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2557 * must contain fixed constants. So we need a separate function to filter those constants and
2558 * can't use map2gl
2560 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2561 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2562 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2563 char dst_name[50];
2564 char src_name0[50], src_name1[50], src_name2[50];
2565 BOOL is_color;
2567 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2568 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2569 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2570 /* No modifiers are supported on SCS */
2571 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2573 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2575 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2576 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2578 } else if(priv->target_version >= NV2) {
2579 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2581 /* Sincos writemask must be .x, .y or .xy */
2582 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2583 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2584 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2585 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2586 } else {
2587 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2588 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2590 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2591 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2593 * The constants we get are:
2595 * +1 +1, -1 -1 +1 +1 -1 -1
2596 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2597 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2599 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2601 * (x/2)^2 = x^2 / 4
2602 * (x/2)^3 = x^3 / 8
2603 * (x/2)^4 = x^4 / 16
2604 * (x/2)^5 = x^5 / 32
2605 * etc
2607 * To get the final result:
2608 * sin(x) = 2 * sin(x/2) * cos(x/2)
2609 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2610 * (from sin(x+y) and cos(x+y) rules)
2612 * As per MSDN, dst.z is undefined after the operation, and so is
2613 * dst.x and dst.y if they're masked out by the writemask. Ie
2614 * sincos dst.y, src1, c0, c1
2615 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2616 * vsa.exe also stops with an error if the dest register is the same register as the source
2617 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2618 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2620 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2621 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2622 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2624 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2625 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2626 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2627 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2628 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2629 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2631 /* sin(x/2)
2633 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2634 * properly merge that with MULs in the code above?
2635 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2636 * we can merge the sine and cosine MAD rows to calculate them together.
2638 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2639 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2640 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2641 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2643 /* cos(x/2) */
2644 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2645 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2646 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2648 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2649 /* cos x */
2650 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2651 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2653 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2654 /* sin x */
2655 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2656 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2661 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2663 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2664 char dst_name[50];
2665 char src_name[50];
2666 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2668 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2669 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2671 /* SGN is only valid in vertex shaders */
2672 if(ctx->target_version >= NV2) {
2673 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2674 return;
2677 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2678 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2680 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2681 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2682 } else {
2683 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2684 * Then use TA, and calculate the final result
2686 * Not reading from TA? Store the first result in TA to avoid overwriting the
2687 * destination if src reg = dst reg
2689 if(strstr(src_name, "TA"))
2691 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2692 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2693 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2695 else
2697 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2698 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2699 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2704 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2706 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2707 char src[50];
2708 char dst[50];
2709 char dst_name[50];
2710 BOOL is_color;
2712 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2713 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2714 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2716 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2717 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2720 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2722 *need_abs = FALSE;
2724 switch(mod)
2726 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2727 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2728 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2729 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2730 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2731 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2732 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2733 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2734 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2735 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2736 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2737 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2738 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2740 FIXME("Unknown modifier %u\n", mod);
2741 return mod;
2744 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2746 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2747 char src0[50], src1[50], dst[50];
2748 struct wined3d_shader_src_param src0_copy = ins->src[0];
2749 BOOL need_abs = FALSE;
2750 const char *instr;
2751 BOOL arg2 = FALSE;
2753 switch(ins->handler_idx)
2755 case WINED3DSIH_LOG: instr = "LG2"; break;
2756 case WINED3DSIH_LOGP: instr = "LOG"; break;
2757 case WINED3DSIH_POW: instr = "POW"; arg2 = TRUE; break;
2758 default:
2759 ERR("Unexpected instruction %d\n", ins->handler_idx);
2760 return;
2763 /* LOG, LOGP and POW operate on the absolute value of the input */
2764 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2766 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2767 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2768 if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2770 if(need_abs)
2772 shader_addline(buffer, "ABS TA, %s;\n", src0);
2773 if(arg2)
2775 shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2777 else
2779 shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2782 else if(arg2)
2784 shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2786 else
2788 shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2792 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2794 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2795 char src_name[50];
2796 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2798 /* src0 is aL */
2799 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2801 if(vshader)
2803 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2804 struct list *e = list_head(&priv->control_frames);
2805 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2807 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2808 /* The constant loader makes sure to load -1 into iX.w */
2809 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2810 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2811 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2813 else
2815 shader_addline(buffer, "LOOP %s;\n", src_name);
2819 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2821 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2822 char src_name[50];
2823 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2825 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2827 /* The constant loader makes sure to load -1 into iX.w */
2828 if(vshader)
2830 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2831 struct list *e = list_head(&priv->control_frames);
2832 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2834 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2836 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2837 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2838 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2840 else
2842 shader_addline(buffer, "REP %s;\n", src_name);
2846 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2848 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2849 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2851 if(vshader)
2853 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2854 struct list *e = list_head(&priv->control_frames);
2855 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2857 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2858 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2859 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2861 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2863 else
2865 shader_addline(buffer, "ENDLOOP;\n");
2869 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2871 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2872 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2874 if(vshader)
2876 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2877 struct list *e = list_head(&priv->control_frames);
2878 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2880 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2881 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2882 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2884 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2886 else
2888 shader_addline(buffer, "ENDREP;\n");
2892 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2894 struct control_frame *control_frame;
2896 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2898 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2900 ERR("Could not find loop for break\n");
2901 return NULL;
2904 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2906 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2907 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2908 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2910 if(vshader)
2912 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2914 else
2916 shader_addline(buffer, "BRK;\n");
2920 static const char *get_compare(COMPARISON_TYPE flags)
2922 switch (flags)
2924 case COMPARISON_GT: return "GT";
2925 case COMPARISON_EQ: return "EQ";
2926 case COMPARISON_GE: return "GE";
2927 case COMPARISON_LT: return "LT";
2928 case COMPARISON_NE: return "NE";
2929 case COMPARISON_LE: return "LE";
2930 default:
2931 FIXME("Unrecognized comparison value: %u\n", flags);
2932 return "(\?\?)";
2936 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2938 switch (flags)
2940 case COMPARISON_GT: return COMPARISON_LE;
2941 case COMPARISON_EQ: return COMPARISON_NE;
2942 case COMPARISON_GE: return COMPARISON_LT;
2943 case COMPARISON_LT: return COMPARISON_GE;
2944 case COMPARISON_NE: return COMPARISON_EQ;
2945 case COMPARISON_LE: return COMPARISON_GT;
2946 default:
2947 FIXME("Unrecognized comparison value: %u\n", flags);
2948 return -1;
2952 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2954 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2955 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2956 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2957 char src_name0[50];
2958 char src_name1[50];
2959 const char *comp = get_compare(ins->flags);
2961 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2962 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2964 if(vshader)
2966 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2967 * away the subtraction result
2969 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2970 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
2972 else
2974 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2975 shader_addline(buffer, "BRK (%s.x);\n", comp);
2979 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2981 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2982 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2983 struct list *e = list_head(&priv->control_frames);
2984 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2985 const char *comp;
2986 char src_name0[50];
2987 char src_name1[50];
2988 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2990 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2991 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2993 if(vshader)
2995 /* Invert the flag. We jump to the else label if the condition is NOT true */
2996 comp = get_compare(invert_compare(ins->flags));
2997 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2998 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3000 else
3002 comp = get_compare(ins->flags);
3003 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3004 shader_addline(buffer, "IF %s.x;\n", comp);
3008 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3010 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3011 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3012 struct list *e = list_head(&priv->control_frames);
3013 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3014 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3016 if(vshader)
3018 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3019 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3020 control_frame->had_else = TRUE;
3022 else
3024 shader_addline(buffer, "ELSE;\n");
3028 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3030 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3031 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3032 struct list *e = list_head(&priv->control_frames);
3033 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3034 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3036 if(vshader)
3038 if(control_frame->had_else)
3040 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3042 else
3044 shader_addline(buffer, "#No else branch. else is endif\n");
3045 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3048 else
3050 shader_addline(buffer, "ENDIF;\n");
3054 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3056 DWORD sampler_idx = ins->src[1].reg.idx;
3057 char reg_dest[40];
3058 char reg_src[3][40];
3059 WORD flags = TEX_DERIV;
3061 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3062 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3063 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3064 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3066 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3067 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3069 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3072 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3074 DWORD sampler_idx = ins->src[1].reg.idx;
3075 char reg_dest[40];
3076 char reg_coord[40];
3077 WORD flags = TEX_LOD;
3079 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3080 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3082 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3083 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3085 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3088 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3090 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3091 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3093 priv->in_main_func = FALSE;
3094 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3095 * subroutine, don't generate a label that will make GL complain
3097 if(priv->target_version == ARB) return;
3099 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
3102 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3103 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3104 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3105 struct wined3d_shader_buffer *buffer)
3107 unsigned int i;
3109 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3110 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3111 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3112 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3114 if (args->super.fog_src == VS_FOG_Z)
3115 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3116 else if (!reg_maps->fog)
3117 /* posFixup.x is always 1.0, so we can safely use it */
3118 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3120 /* Clipplanes are always stored without y inversion */
3121 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3123 if (args->super.clip_enabled)
3125 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3127 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3131 else if (args->clip.boolclip.clip_texcoord)
3133 unsigned int cur_clip = 0;
3134 char component[4] = {'x', 'y', 'z', 'w'};
3135 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3137 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3139 if (args->clip.boolclip.clipplane_mask & (1 << i))
3141 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3142 component[cur_clip++], i);
3145 switch (cur_clip)
3147 case 0:
3148 shader_addline(buffer, "MOV TA, %s;\n", zero);
3149 break;
3150 case 1:
3151 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3152 break;
3153 case 2:
3154 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3155 break;
3156 case 3:
3157 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3158 break;
3160 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3161 args->clip.boolclip.clip_texcoord - 1);
3164 /* Write the final position.
3166 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3167 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3168 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3169 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3171 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3172 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3173 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3175 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3176 * and the glsl equivalent
3178 if (need_helper_const(shader_data, reg_maps, gl_info))
3180 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3181 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3183 else
3185 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3186 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3189 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3191 priv_ctx->footer_written = TRUE;
3194 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3196 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3197 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3198 struct IWineD3DBaseShaderImpl *shader = ins->ctx->shader;
3199 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3201 if(priv->target_version == ARB) return;
3203 if(vshader)
3205 if (priv->in_main_func) vshader_add_footer(priv, shader->baseShader.backend_data,
3206 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3209 shader_addline(buffer, "RET;\n");
3212 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3214 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3215 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3218 /* GL locking is done by the caller */
3219 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3221 GLuint program_id = 0;
3222 GLint pos;
3224 const char *blt_vprogram =
3225 "!!ARBvp1.0\n"
3226 "PARAM c[1] = { { 1, 0.5 } };\n"
3227 "MOV result.position, vertex.position;\n"
3228 "MOV result.color, c[0].x;\n"
3229 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3230 "END\n";
3232 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3233 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3234 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3235 strlen(blt_vprogram), blt_vprogram));
3236 checkGLcall("glProgramStringARB()");
3238 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3239 if (pos != -1)
3241 FIXME("Vertex program error at position %d: %s\n\n", pos,
3242 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3243 shader_arb_dump_program_source(blt_vprogram);
3245 else
3247 GLint native;
3249 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3250 checkGLcall("glGetProgramivARB()");
3251 if (!native) WARN("Program exceeds native resource limits.\n");
3254 return program_id;
3257 /* GL locking is done by the caller */
3258 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3259 enum tex_types tex_type, BOOL masked)
3261 GLuint program_id = 0;
3262 const char *fprogram;
3263 GLint pos;
3265 static const char * const blt_fprograms_full[tex_type_count] =
3267 /* tex_1d */
3268 NULL,
3269 /* tex_2d */
3270 "!!ARBfp1.0\n"
3271 "TEMP R0;\n"
3272 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3273 "MOV result.depth.z, R0.x;\n"
3274 "END\n",
3275 /* tex_3d */
3276 NULL,
3277 /* tex_cube */
3278 "!!ARBfp1.0\n"
3279 "TEMP R0;\n"
3280 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3281 "MOV result.depth.z, R0.x;\n"
3282 "END\n",
3283 /* tex_rect */
3284 "!!ARBfp1.0\n"
3285 "TEMP R0;\n"
3286 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3287 "MOV result.depth.z, R0.x;\n"
3288 "END\n",
3291 static const char * const blt_fprograms_masked[tex_type_count] =
3293 /* tex_1d */
3294 NULL,
3295 /* tex_2d */
3296 "!!ARBfp1.0\n"
3297 "PARAM mask = program.local[0];\n"
3298 "TEMP R0;\n"
3299 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3300 "MUL R0.x, R0.x, R0.y;\n"
3301 "KIL -R0.x;\n"
3302 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3303 "MOV result.depth.z, R0.x;\n"
3304 "END\n",
3305 /* tex_3d */
3306 NULL,
3307 /* tex_cube */
3308 "!!ARBfp1.0\n"
3309 "PARAM mask = program.local[0];\n"
3310 "TEMP R0;\n"
3311 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3312 "MUL R0.x, R0.x, R0.y;\n"
3313 "KIL -R0.x;\n"
3314 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3315 "MOV result.depth.z, R0.x;\n"
3316 "END\n",
3317 /* tex_rect */
3318 "!!ARBfp1.0\n"
3319 "PARAM mask = program.local[0];\n"
3320 "TEMP R0;\n"
3321 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3322 "MUL R0.x, R0.x, R0.y;\n"
3323 "KIL -R0.x;\n"
3324 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3325 "MOV result.depth.z, R0.x;\n"
3326 "END\n",
3329 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3330 if (!fprogram)
3332 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3333 tex_type = tex_2d;
3334 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3337 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3338 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3339 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3340 checkGLcall("glProgramStringARB()");
3342 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3343 if (pos != -1)
3345 FIXME("Fragment program error at position %d: %s\n\n", pos,
3346 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3347 shader_arb_dump_program_source(fprogram);
3349 else
3351 GLint native;
3353 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3354 checkGLcall("glGetProgramivARB()");
3355 if (!native) WARN("Program exceeds native resource limits.\n");
3358 return program_id;
3361 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3362 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3364 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3366 if(condcode)
3368 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3369 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3370 /* Calculate the > 0.0031308 case */
3371 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3372 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3373 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3374 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3375 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3376 /* Calculate the < case */
3377 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3379 else
3381 /* Calculate the > 0.0031308 case */
3382 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3383 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3384 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3385 shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3386 shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3387 /* Calculate the < case */
3388 shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3389 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3390 shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3391 shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3392 /* Store the components > 0.0031308 in the destination */
3393 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3394 /* Add the components that are < 0.0031308 */
3395 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3396 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3397 * result.color writes(.rgb first, then .a), or handle overwriting already written
3398 * components. The assembler uses a temporary register in this case, which is usually
3399 * not allocated from one of our registers that were used earlier.
3402 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3405 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
3407 const local_constant *constant;
3409 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3411 if (constant->idx == idx)
3413 return constant->value;
3416 return NULL;
3419 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
3420 struct shader_arb_ctx_priv *priv)
3422 static const char * const texcoords[8] =
3424 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3425 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3427 unsigned int i;
3428 const struct wined3d_shader_signature_element *sig = This->baseShader.input_signature;
3429 const char *semantic_name;
3430 DWORD semantic_idx;
3432 switch(args->super.vp_mode)
3434 case pretransformed:
3435 case fixedfunction:
3436 /* The pixelshader has to collect the varyings on its own. In any case properly load
3437 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3438 * other attribs to 0.0.
3440 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3441 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3442 * load the texcoord attrib pointers to match the pixel shader signature
3444 for(i = 0; i < MAX_REG_INPUT; i++)
3446 semantic_name = sig[i].semantic_name;
3447 semantic_idx = sig[i].semantic_idx;
3448 if (!semantic_name) continue;
3450 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3452 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3453 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3454 else priv->ps_input[i] = "0.0";
3456 else if(args->super.vp_mode == fixedfunction)
3458 priv->ps_input[i] = "0.0";
3460 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3462 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3463 else priv->ps_input[i] = "0.0";
3465 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3467 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3468 else priv->ps_input[i] = "0.0";
3470 else
3472 priv->ps_input[i] = "0.0";
3475 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3477 break;
3479 case vertexshader:
3480 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3481 * fragment.color
3483 for(i = 0; i < 8; i++)
3485 priv->ps_input[i] = texcoords[i];
3487 priv->ps_input[8] = "fragment.color.primary";
3488 priv->ps_input[9] = "fragment.color.secondary";
3489 break;
3493 /* GL locking is done by the caller */
3494 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
3495 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3496 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3498 const struct wined3d_shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3499 CONST DWORD *function = This->baseShader.function;
3500 const local_constant *lconst;
3501 GLuint retval;
3502 char fragcolor[16];
3503 DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
3504 struct shader_arb_ctx_priv priv_ctx;
3505 BOOL dcl_td = FALSE;
3506 BOOL want_nv_prog = FALSE;
3507 struct arb_pshader_private *shader_priv = This->baseShader.backend_data;
3508 GLint errPos;
3509 DWORD map;
3511 char srgbtmp[4][4];
3512 unsigned int i, found = 0;
3514 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3516 if (!(map & 1)
3517 || (This->color0_mov && i == This->color0_reg)
3518 || (reg_maps->shader_version.major < 2 && !i))
3519 continue;
3521 sprintf(srgbtmp[found], "R%u", i);
3522 ++found;
3523 if (found == 4) break;
3526 switch(found) {
3527 case 0:
3528 sprintf(srgbtmp[0], "TA");
3529 sprintf(srgbtmp[1], "TB");
3530 sprintf(srgbtmp[2], "TC");
3531 sprintf(srgbtmp[3], "TD");
3532 dcl_td = TRUE;
3533 break;
3534 case 1:
3535 sprintf(srgbtmp[1], "TA");
3536 sprintf(srgbtmp[2], "TB");
3537 sprintf(srgbtmp[3], "TC");
3538 break;
3539 case 2:
3540 sprintf(srgbtmp[2], "TA");
3541 sprintf(srgbtmp[3], "TB");
3542 break;
3543 case 3:
3544 sprintf(srgbtmp[3], "TA");
3545 break;
3546 case 4:
3547 break;
3550 /* Create the hw ARB shader */
3551 memset(&priv_ctx, 0, sizeof(priv_ctx));
3552 priv_ctx.cur_ps_args = args;
3553 priv_ctx.compiled_fprog = compiled;
3554 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3555 init_ps_input(This, args, &priv_ctx);
3556 list_init(&priv_ctx.control_frames);
3558 /* Avoid enabling NV_fragment_program* if we do not need it.
3560 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3561 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3562 * is faster than what we gain from using higher native instructions. There are some things though
3563 * that cannot be emulated. In that case enable the extensions.
3564 * If the extension is enabled, instruction handlers that support both ways will use it.
3566 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3567 * So enable the best we can get.
3569 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3570 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3572 want_nv_prog = TRUE;
3575 shader_addline(buffer, "!!ARBfp1.0\n");
3576 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3578 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3579 priv_ctx.target_version = NV3;
3581 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3583 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3584 priv_ctx.target_version = NV2;
3585 } else {
3586 if(want_nv_prog)
3588 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3589 * limits properly
3591 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3592 ERR("Try GLSL\n");
3594 priv_ctx.target_version = ARB;
3597 if (reg_maps->highest_render_target > 0)
3599 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3602 if (reg_maps->shader_version.major < 3)
3604 switch(args->super.fog) {
3605 case FOG_OFF:
3606 break;
3607 case FOG_LINEAR:
3608 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3609 break;
3610 case FOG_EXP:
3611 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3612 break;
3613 case FOG_EXP2:
3614 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3615 break;
3619 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3620 * unused temps away(but occupies them for the whole shader if they're used once). Always
3621 * declaring them avoids tricky bookkeeping work
3623 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3624 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3625 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3626 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3627 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3628 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3629 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3631 if (reg_maps->shader_version.major < 2)
3633 strcpy(fragcolor, "R0");
3634 } else {
3635 if(args->super.srgb_correction) {
3636 if(This->color0_mov) {
3637 sprintf(fragcolor, "R%u", This->color0_reg);
3638 } else {
3639 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3640 strcpy(fragcolor, "TMP_COLOR");
3642 } else {
3643 strcpy(fragcolor, "result.color");
3647 if(args->super.srgb_correction) {
3648 shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3649 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3650 shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3651 srgb_sub_high, 0.0, 0.0, 0.0);
3654 /* Base Declarations */
3655 next_local = shader_generate_arb_declarations((IWineD3DBaseShaderImpl *)This,
3656 reg_maps, buffer, gl_info, lconst_map, NULL, &priv_ctx);
3658 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3660 if (!(map & 1)) continue;
3662 cur = compiled->numbumpenvmatconsts;
3663 compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3664 compiled->bumpenvmatconst[cur].texunit = i;
3665 compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3666 compiled->luminanceconst[cur].texunit = i;
3668 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3669 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3670 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3671 * textures due to conditional NP2 restrictions)
3673 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3674 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3675 * their location is shader dependent anyway and they cannot be loaded globally.
3677 compiled->bumpenvmatconst[cur].const_num = next_local++;
3678 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3679 i, compiled->bumpenvmatconst[cur].const_num);
3680 compiled->numbumpenvmatconsts = cur + 1;
3682 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3684 compiled->luminanceconst[cur].const_num = next_local++;
3685 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3686 i, compiled->luminanceconst[cur].const_num);
3689 for(i = 0; i < MAX_CONST_I; i++)
3691 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3692 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3694 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3696 if(control_values)
3698 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3699 control_values[0], control_values[1], control_values[2]);
3701 else
3703 compiled->int_consts[i] = next_local;
3704 compiled->num_int_consts++;
3705 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3710 if(reg_maps->vpos || reg_maps->usesdsy)
3712 compiled->ycorrection = next_local;
3713 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3715 if(reg_maps->vpos)
3717 shader_addline(buffer, "TEMP vpos;\n");
3718 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3719 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3720 * ycorrection.z: 1.0
3721 * ycorrection.w: 0.0
3723 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3724 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3727 else
3729 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3732 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3733 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3734 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3735 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3736 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3737 * shader compilation errors and the subsequent errors when drawing with this shader. */
3738 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3740 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3741 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3742 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3744 fixup->offset = next_local;
3745 fixup->super.active = 0;
3747 cur = 0;
3748 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3749 if (!(map & (1 << i))) continue;
3751 if (fixup->offset + (cur >> 1) < max_lconsts) {
3752 fixup->super.active |= (1 << i);
3753 fixup->super.idx[i] = cur++;
3754 } else {
3755 FIXME("No free constant found to load NP2 fixup data into shader. "
3756 "Sampling from this texture will probably look wrong.\n");
3757 break;
3761 fixup->super.num_consts = (cur + 1) >> 1;
3762 if (fixup->super.num_consts) {
3763 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3764 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3767 next_local += fixup->super.num_consts;
3770 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3772 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3775 /* Base Shader Body */
3776 shader_generate_main((IWineD3DBaseShaderImpl *)This, buffer, reg_maps, function, &priv_ctx);
3778 if(args->super.srgb_correction) {
3779 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3780 priv_ctx.target_version >= NV2);
3783 if(strcmp(fragcolor, "result.color")) {
3784 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3786 shader_addline(buffer, "END\n");
3788 /* TODO: change to resource.glObjectHandle or something like that */
3789 GL_EXTCALL(glGenProgramsARB(1, &retval));
3791 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3792 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3794 TRACE("Created hw pixel shader, prg=%d\n", retval);
3795 /* Create the program and check for errors */
3796 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3797 buffer->bsize, buffer->buffer));
3798 checkGLcall("glProgramStringARB()");
3800 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3801 if (errPos != -1)
3803 FIXME("HW PixelShader Error at position %d: %s\n\n",
3804 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3805 shader_arb_dump_program_source(buffer->buffer);
3806 retval = 0;
3808 else
3810 GLint native;
3812 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3813 checkGLcall("glGetProgramivARB()");
3814 if (!native) WARN("Program exceeds native resource limits.\n");
3817 /* Load immediate constants */
3818 if(lconst_map) {
3819 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3820 const float *value = (const float *)lconst->value;
3821 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3822 checkGLcall("glProgramLocalParameter4fvARB");
3824 HeapFree(GetProcessHeap(), 0, lconst_map);
3827 return retval;
3830 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3832 unsigned int i;
3833 int ret;
3835 for(i = 0; i < MAX_REG_INPUT; i++)
3837 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3839 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3840 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3841 continue;
3844 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3845 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3846 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3847 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].sysval_semantic < sig2[i].component_type ? -1 : 1;
3848 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3849 if(sig1[i].mask != sig2->mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3851 return 0;
3854 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3856 struct wined3d_shader_signature_element *new;
3857 int i;
3858 char *name;
3860 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3861 for(i = 0; i < MAX_REG_INPUT; i++)
3863 if (!sig[i].semantic_name) continue;
3865 new[i] = sig[i];
3866 /* Clone the semantic string */
3867 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3868 strcpy(name, sig[i].semantic_name);
3869 new[i].semantic_name = name;
3871 return new;
3874 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3876 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3877 struct ps_signature *found_sig;
3879 if (entry)
3881 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3882 TRACE("Found existing signature %u\n", found_sig->idx);
3883 return found_sig->idx;
3885 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3886 found_sig->sig = clone_sig(sig);
3887 found_sig->idx = priv->ps_sig_number++;
3888 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3889 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3891 ERR("Failed to insert program entry.\n");
3893 return found_sig->idx;
3896 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
3897 struct arb_vs_compiled_shader *compiled)
3899 unsigned int i, j;
3900 static const char * const texcoords[8] =
3902 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3903 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3905 IWineD3DDeviceImpl *device = shader->baseShader.device;
3906 IWineD3DBaseShaderClass *baseshader = &shader->baseShader;
3907 const struct wined3d_shader_signature_element *sig;
3908 const char *semantic_name;
3909 DWORD semantic_idx, reg_idx;
3911 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3912 * and varying 9 to result.color.secondary
3914 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3916 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3917 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3918 "result.color.primary", "result.color.secondary"
3921 if(sig_num == ~0)
3923 TRACE("Pixel shader uses builtin varyings\n");
3924 /* Map builtins to builtins */
3925 for(i = 0; i < 8; i++)
3927 priv_ctx->texcrd_output[i] = texcoords[i];
3929 priv_ctx->color_output[0] = "result.color.primary";
3930 priv_ctx->color_output[1] = "result.color.secondary";
3931 priv_ctx->fog_output = "result.fogcoord";
3933 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3934 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
3936 semantic_name = baseshader->output_signature[i].semantic_name;
3937 if (!semantic_name) continue;
3939 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3941 TRACE("o%u is TMP_OUT\n", i);
3942 if (!baseshader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
3943 else priv_ctx->vs_output[i] = "TA";
3945 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3947 TRACE("o%u is result.pointsize\n", i);
3948 if (!baseshader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
3949 else priv_ctx->vs_output[i] = "TA";
3951 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3953 TRACE("o%u is result.color.?, idx %u\n", i, baseshader->output_signature[i].semantic_idx);
3954 if (!baseshader->output_signature[i].semantic_idx)
3955 priv_ctx->vs_output[i] = "result.color.primary";
3956 else if (baseshader->output_signature[i].semantic_idx == 1)
3957 priv_ctx->vs_output[i] = "result.color.secondary";
3958 else priv_ctx->vs_output[i] = "TA";
3960 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3962 TRACE("o%u is %s\n", i, texcoords[baseshader->output_signature[i].semantic_idx]);
3963 if (baseshader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3964 else priv_ctx->vs_output[i] = texcoords[baseshader->output_signature[i].semantic_idx];
3966 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3968 TRACE("o%u is result.fogcoord\n", i);
3969 if (baseshader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3970 else priv_ctx->vs_output[i] = "result.fogcoord";
3972 else
3974 priv_ctx->vs_output[i] = "TA";
3977 return;
3980 /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3981 * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3983 sig = device->stateBlock->state.pixel_shader->baseShader.input_signature;
3984 TRACE("Pixel shader uses declared varyings\n");
3986 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3987 for(i = 0; i < 8; i++)
3989 priv_ctx->texcrd_output[i] = "TA";
3991 priv_ctx->color_output[0] = "TA";
3992 priv_ctx->color_output[1] = "TA";
3993 priv_ctx->fog_output = "TA";
3995 for(i = 0; i < MAX_REG_INPUT; i++)
3997 semantic_name = sig[i].semantic_name;
3998 semantic_idx = sig[i].semantic_idx;
3999 reg_idx = sig[i].register_idx;
4000 if (!semantic_name) continue;
4002 /* If a declared input register is not written by builtin arguments, don't write to it.
4003 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4005 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4006 * to TMP_OUT in any case
4008 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
4010 if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4012 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
4014 if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4016 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
4018 if (!semantic_idx) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4020 else
4022 continue;
4025 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4026 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4028 compiled->need_color_unclamp = TRUE;
4032 /* Map declared to declared */
4033 for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
4035 /* Write unread output to TA to throw them away */
4036 priv_ctx->vs_output[i] = "TA";
4037 semantic_name = baseshader->output_signature[i].semantic_name;
4038 if (!semantic_name) continue;
4040 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)
4041 && !baseshader->output_signature[i].semantic_idx)
4043 priv_ctx->vs_output[i] = "TMP_OUT";
4044 continue;
4046 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)
4047 && !baseshader->output_signature[i].semantic_idx)
4049 priv_ctx->vs_output[i] = "result.pointsize";
4050 continue;
4053 for(j = 0; j < MAX_REG_INPUT; j++)
4055 if (!sig[j].semantic_name) continue;
4057 if (!strcmp(sig[j].semantic_name, semantic_name)
4058 && sig[j].semantic_idx == baseshader->output_signature[i].semantic_idx)
4060 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4062 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4063 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4065 compiled->need_color_unclamp = TRUE;
4072 /* GL locking is done by the caller */
4073 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
4074 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4075 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4077 const struct arb_vshader_private *shader_data = This->baseShader.backend_data;
4078 const struct wined3d_shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4079 CONST DWORD *function = This->baseShader.function;
4080 const local_constant *lconst;
4081 GLuint ret;
4082 DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
4083 struct shader_arb_ctx_priv priv_ctx;
4084 unsigned int i;
4085 GLint errPos;
4087 memset(&priv_ctx, 0, sizeof(priv_ctx));
4088 priv_ctx.cur_vs_args = args;
4089 list_init(&priv_ctx.control_frames);
4090 init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
4092 /* Create the hw ARB shader */
4093 shader_addline(buffer, "!!ARBvp1.0\n");
4095 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4096 * mesurable performance penalty, and we can always make use of it for clipplanes.
4098 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4100 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4101 priv_ctx.target_version = NV3;
4102 shader_addline(buffer, "ADDRESS aL;\n");
4104 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4106 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4107 priv_ctx.target_version = NV2;
4108 shader_addline(buffer, "ADDRESS aL;\n");
4109 } else {
4110 priv_ctx.target_version = ARB;
4113 shader_addline(buffer, "TEMP TMP_OUT;\n");
4114 if (need_helper_const(shader_data, reg_maps, gl_info))
4116 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4118 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4120 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4121 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4124 shader_addline(buffer, "TEMP TA;\n");
4126 /* Base Declarations */
4127 next_local = shader_generate_arb_declarations((IWineD3DBaseShaderImpl *)This,
4128 reg_maps, buffer, gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4130 for(i = 0; i < MAX_CONST_I; i++)
4132 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4133 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4135 const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
4137 if(control_values)
4139 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4140 control_values[0], control_values[1], control_values[2]);
4142 else
4144 compiled->int_consts[i] = next_local;
4145 compiled->num_int_consts++;
4146 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4151 /* We need a constant to fixup the final position */
4152 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4153 compiled->pos_fixup = next_local++;
4155 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4156 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4157 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4158 * a replacement shader depend on the texcoord.w being set properly.
4160 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4161 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4162 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4163 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4164 * this can eat a number of instructions, so skip it unless this cap is set as well
4166 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4168 IWineD3DDeviceImpl *device = This->baseShader.device;
4169 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4170 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4172 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
4174 int i;
4175 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4176 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4178 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4179 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4184 /* The shader starts with the main function */
4185 priv_ctx.in_main_func = TRUE;
4186 /* Base Shader Body */
4187 shader_generate_main((IWineD3DBaseShaderImpl *)This, buffer, reg_maps, function, &priv_ctx);
4189 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4190 shader_data, args, reg_maps, gl_info, buffer);
4192 shader_addline(buffer, "END\n");
4194 /* TODO: change to resource.glObjectHandle or something like that */
4195 GL_EXTCALL(glGenProgramsARB(1, &ret));
4197 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4198 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4200 TRACE("Created hw vertex shader, prg=%d\n", ret);
4201 /* Create the program and check for errors */
4202 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4203 buffer->bsize, buffer->buffer));
4204 checkGLcall("glProgramStringARB()");
4206 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4207 if (errPos != -1)
4209 FIXME("HW VertexShader Error at position %d: %s\n\n",
4210 errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4211 shader_arb_dump_program_source(buffer->buffer);
4212 ret = -1;
4214 else
4216 GLint native;
4218 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4219 checkGLcall("glGetProgramivARB()");
4220 if (!native) WARN("Program exceeds native resource limits.\n");
4222 /* Load immediate constants */
4223 if(lconst_map) {
4224 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
4225 const float *value = (const float *)lconst->value;
4226 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4230 HeapFree(GetProcessHeap(), 0, lconst_map);
4232 return ret;
4235 /* GL locking is done by the caller */
4236 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
4238 IWineD3DDeviceImpl *device = shader->baseShader.device;
4239 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4240 UINT i;
4241 DWORD new_size;
4242 struct arb_ps_compiled_shader *new_array;
4243 struct wined3d_shader_buffer buffer;
4244 struct arb_pshader_private *shader_data;
4245 GLuint ret;
4247 if (!shader->baseShader.backend_data)
4249 struct shader_arb_priv *priv = device->shader_priv;
4251 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4252 shader_data = shader->baseShader.backend_data;
4253 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
4255 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
4256 else shader_data->input_signature_idx = find_input_signature(priv, shader->baseShader.input_signature);
4258 shader_data->has_signature_idx = TRUE;
4259 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4261 if (!device->vs_clipping)
4262 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
4263 gl_info->limits.texture_stages - 1);
4264 else
4265 shader_data->clipplane_emulation = ~0U;
4267 shader_data = shader->baseShader.backend_data;
4269 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4270 * so a linear search is more performant than a hashmap or a binary search
4271 * (cache coherency etc)
4273 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4275 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4276 return &shader_data->gl_shaders[i];
4279 TRACE("No matching GL shader found, compiling a new shader\n");
4280 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4281 if (shader_data->num_gl_shaders)
4283 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4284 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4285 new_size * sizeof(*shader_data->gl_shaders));
4286 } else {
4287 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4288 new_size = 1;
4291 if(!new_array) {
4292 ERR("Out of memory\n");
4293 return 0;
4295 shader_data->gl_shaders = new_array;
4296 shader_data->shader_array_size = new_size;
4299 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4301 pixelshader_update_samplers(&shader->baseShader.reg_maps, device->stateBlock->state.textures);
4303 if (!shader_buffer_init(&buffer))
4305 ERR("Failed to initialize shader buffer.\n");
4306 return 0;
4309 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4310 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4311 shader_buffer_free(&buffer);
4312 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4314 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4317 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4318 const DWORD use_map, BOOL skip_int) {
4319 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4320 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4321 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4322 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4323 if(stored->ps_signature != new->ps_signature) return FALSE;
4324 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4325 if(skip_int) return TRUE;
4327 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4330 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
4332 IWineD3DDeviceImpl *device = shader->baseShader.device;
4333 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4334 DWORD use_map = device->strided_streams.use_map;
4335 UINT i;
4336 DWORD new_size;
4337 struct arb_vs_compiled_shader *new_array;
4338 struct wined3d_shader_buffer buffer;
4339 struct arb_vshader_private *shader_data;
4340 GLuint ret;
4342 if (!shader->baseShader.backend_data)
4344 const struct wined3d_shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
4346 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4347 shader_data = shader->baseShader.backend_data;
4349 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4350 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4352 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4354 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4355 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4356 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4358 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4359 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4360 else if (reg_maps->max_rel_offset > 63)
4361 shader_data->rel_offset = reg_maps->min_rel_offset;
4364 shader_data = shader->baseShader.backend_data;
4366 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4367 * so a linear search is more performant than a hashmap or a binary search
4368 * (cache coherency etc)
4370 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4371 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4372 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4374 return &shader_data->gl_shaders[i];
4378 TRACE("No matching GL shader found, compiling a new shader\n");
4380 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4381 if (shader_data->num_gl_shaders)
4383 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4384 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4385 new_size * sizeof(*shader_data->gl_shaders));
4386 } else {
4387 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4388 new_size = 1;
4391 if(!new_array) {
4392 ERR("Out of memory\n");
4393 return 0;
4395 shader_data->gl_shaders = new_array;
4396 shader_data->shader_array_size = new_size;
4399 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4401 if (!shader_buffer_init(&buffer))
4403 ERR("Failed to initialize shader buffer.\n");
4404 return 0;
4407 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4408 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4409 shader_buffer_free(&buffer);
4410 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4412 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4415 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4416 IWineD3DPixelShaderImpl *shader, struct arb_ps_compile_args *args)
4418 IWineD3DDeviceImpl *device = shader->baseShader.device;
4419 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4420 int i;
4421 WORD int_skip;
4423 find_ps_compile_args(state, shader, &args->super);
4425 /* This forces all local boolean constants to 1 to make them stateblock independent */
4426 args->bools = shader->baseShader.reg_maps.local_bool_consts;
4428 for(i = 0; i < MAX_CONST_B; i++)
4430 if (state->ps_consts_b[i])
4431 args->bools |= ( 1 << i);
4434 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4435 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4436 * duplicate the shader than have a no-op KIL instruction in every shader
4438 if (!device->vs_clipping && use_vs(state)
4439 && state->render_states[WINED3DRS_CLIPPING]
4440 && state->render_states[WINED3DRS_CLIPPLANEENABLE])
4441 args->clip = 1;
4442 else
4443 args->clip = 0;
4445 /* Skip if unused or local, or supported natively */
4446 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4447 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4449 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4450 return;
4453 for(i = 0; i < MAX_CONST_I; i++)
4455 if(int_skip & (1 << i))
4457 args->loop_ctrl[i][0] = 0;
4458 args->loop_ctrl[i][1] = 0;
4459 args->loop_ctrl[i][2] = 0;
4461 else
4463 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4464 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4465 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4470 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4471 IWineD3DVertexShaderImpl *shader, struct arb_vs_compile_args *args)
4473 IWineD3DDeviceImpl *device = shader->baseShader.device;
4474 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4475 int i;
4476 WORD int_skip;
4478 find_vs_compile_args(state, shader, &args->super);
4480 args->clip.boolclip_compare = 0;
4481 if (use_ps(state))
4483 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
4484 struct arb_pshader_private *shader_priv = ps->baseShader.backend_data;
4485 args->ps_signature = shader_priv->input_signature_idx;
4487 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4489 else
4491 args->ps_signature = ~0;
4492 if (!device->vs_clipping)
4494 args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4496 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4499 if (args->clip.boolclip.clip_texcoord)
4501 if (state->render_states[WINED3DRS_CLIPPING])
4502 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3DRS_CLIPPLANEENABLE];
4503 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4506 /* This forces all local boolean constants to 1 to make them stateblock independent */
4507 args->clip.boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4508 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4509 for(i = 0; i < MAX_CONST_B; i++)
4511 if (state->vs_consts_b[i])
4512 args->clip.boolclip.bools |= ( 1 << i);
4515 args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4516 args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4517 args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4518 args->vertex.samplers[3] = 0;
4520 /* Skip if unused or local */
4521 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4522 /* This is about flow control, not clipping. */
4523 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4525 memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4526 return;
4529 for(i = 0; i < MAX_CONST_I; i++)
4531 if(int_skip & (1 << i))
4533 args->loop_ctrl[i][0] = 0;
4534 args->loop_ctrl[i][1] = 0;
4535 args->loop_ctrl[i][2] = 0;
4537 else
4539 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4540 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4541 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4546 /* GL locking is done by the caller */
4547 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4549 IWineD3DDeviceImpl *This = context->swapchain->device;
4550 struct shader_arb_priv *priv = This->shader_priv;
4551 const struct wined3d_gl_info *gl_info = context->gl_info;
4552 const struct wined3d_state *state = &This->stateBlock->state;
4553 int i;
4555 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4556 if (usePS)
4558 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
4559 struct arb_ps_compile_args compile_args;
4560 struct arb_ps_compiled_shader *compiled;
4562 TRACE("Using pixel shader %p.\n", ps);
4563 find_arb_ps_compile_args(state, ps, &compile_args);
4564 compiled = find_arb_pshader(ps, &compile_args);
4565 priv->current_fprogram_id = compiled->prgId;
4566 priv->compiled_fprog = compiled;
4568 /* Bind the fragment program */
4569 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4570 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4572 if(!priv->use_arbfp_fixed_func) {
4573 /* Enable OpenGL fragment programs */
4574 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4575 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4577 TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4579 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4580 * a 1.x and newer shader, reload the first 8 constants
4582 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts)
4584 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts;
4585 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4586 for(i = 0; i < 8; i++)
4588 context->pshader_const_dirty[i] = 1;
4590 /* Also takes care of loading local constants */
4591 shader_arb_load_constants(context, TRUE, FALSE);
4593 else
4595 float rt_height = This->render_targets[0]->resource.height;
4596 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4599 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4600 if (compiled->np2fixup_info.super.active)
4601 shader_arb_load_np2fixup_constants(priv, gl_info, state);
4603 else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4605 /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4606 * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4607 * replacement shader
4609 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4610 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4611 priv->current_fprogram_id = 0;
4614 if (useVS)
4616 IWineD3DVertexShaderImpl *vs = state->vertex_shader;
4617 struct arb_vs_compile_args compile_args;
4618 struct arb_vs_compiled_shader *compiled;
4620 TRACE("Using vertex shader %p\n", vs);
4621 find_arb_vs_compile_args(state, vs, &compile_args);
4622 compiled = find_arb_vshader(vs, &compile_args);
4623 priv->current_vprogram_id = compiled->prgId;
4624 priv->compiled_vprog = compiled;
4626 /* Bind the vertex program */
4627 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4628 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4630 /* Enable OpenGL vertex programs */
4631 glEnable(GL_VERTEX_PROGRAM_ARB);
4632 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4633 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4634 shader_arb_vs_local_constants(compiled, context, state);
4636 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4637 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4639 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4641 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4642 checkGLcall("glClampColorARB");
4643 } else {
4644 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4648 else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4650 priv->current_vprogram_id = 0;
4651 glDisable(GL_VERTEX_PROGRAM_ARB);
4652 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4656 /* GL locking is done by the caller */
4657 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4658 enum tex_types tex_type, const SIZE *ds_mask_size)
4660 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4661 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4662 struct shader_arb_priv *priv = shader_priv;
4663 GLuint *blt_fprogram;
4665 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4666 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4667 glEnable(GL_VERTEX_PROGRAM_ARB);
4669 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4670 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4671 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4672 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4673 glEnable(GL_FRAGMENT_PROGRAM_ARB);
4676 /* GL locking is done by the caller */
4677 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4679 struct shader_arb_priv *priv = shader_priv;
4681 if (priv->current_vprogram_id) {
4682 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4683 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4685 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4687 else
4689 glDisable(GL_VERTEX_PROGRAM_ARB);
4690 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4693 if (priv->current_fprogram_id) {
4694 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4695 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4697 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4699 else if(!priv->use_arbfp_fixed_func)
4701 glDisable(GL_FRAGMENT_PROGRAM_ARB);
4702 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4706 static void shader_arb_destroy(IWineD3DBaseShaderImpl *shader)
4708 IWineD3DDeviceImpl *device = shader->baseShader.device;
4709 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4711 if (shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type))
4713 struct arb_pshader_private *shader_data = shader->baseShader.backend_data;
4714 UINT i;
4716 if(!shader_data) return; /* This can happen if a shader was never compiled */
4718 if (shader_data->num_gl_shaders)
4720 struct wined3d_context *context = context_acquire(device, NULL);
4722 ENTER_GL();
4723 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4725 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4726 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4728 LEAVE_GL();
4730 context_release(context);
4733 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4734 HeapFree(GetProcessHeap(), 0, shader_data);
4735 shader->baseShader.backend_data = NULL;
4737 else
4739 struct arb_vshader_private *shader_data = shader->baseShader.backend_data;
4740 UINT i;
4742 if(!shader_data) return; /* This can happen if a shader was never compiled */
4744 if (shader_data->num_gl_shaders)
4746 struct wined3d_context *context = context_acquire(device, NULL);
4748 ENTER_GL();
4749 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4751 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4752 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4754 LEAVE_GL();
4756 context_release(context);
4759 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4760 HeapFree(GetProcessHeap(), 0, shader_data);
4761 shader->baseShader.backend_data = NULL;
4765 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4767 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4768 return compare_sig(key, e->sig);
4771 static const struct wine_rb_functions sig_tree_functions =
4773 wined3d_rb_alloc,
4774 wined3d_rb_realloc,
4775 wined3d_rb_free,
4776 sig_tree_compare
4779 static HRESULT shader_arb_alloc(IWineD3DDeviceImpl *device)
4781 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4782 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4784 ERR("RB tree init failed\n");
4785 HeapFree(GetProcessHeap(), 0, priv);
4786 return E_OUTOFMEMORY;
4788 device->shader_priv = priv;
4789 return WINED3D_OK;
4792 static void release_signature(struct wine_rb_entry *entry, void *context)
4794 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4795 int i;
4796 for(i = 0; i < MAX_REG_INPUT; i++)
4798 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4800 HeapFree(GetProcessHeap(), 0, sig->sig);
4801 HeapFree(GetProcessHeap(), 0, sig);
4804 /* Context activation is done by the caller. */
4805 static void shader_arb_free(IWineD3DDeviceImpl *device)
4807 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4808 struct shader_arb_priv *priv = device->shader_priv;
4809 int i;
4811 ENTER_GL();
4812 if(priv->depth_blt_vprogram_id) {
4813 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4815 for (i = 0; i < tex_type_count; ++i)
4817 if (priv->depth_blt_fprogram_id_full[i])
4819 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4821 if (priv->depth_blt_fprogram_id_masked[i])
4823 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4826 LEAVE_GL();
4828 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4829 HeapFree(GetProcessHeap(), 0, device->shader_priv);
4832 static BOOL shader_arb_dirty_const(void)
4834 return TRUE;
4837 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4839 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4841 DWORD vs_consts;
4843 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4844 * for vertex programs. If the native limit is less than that it's
4845 * not very useful, and e.g. Mesa swrast returns 0, probably to
4846 * indicate it's a software implementation. */
4847 if (gl_info->limits.arb_vs_native_constants < 96)
4848 vs_consts = gl_info->limits.arb_vs_float_constants;
4849 else
4850 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4852 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4854 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4855 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4857 else if (vs_consts >= 256)
4859 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4860 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4861 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4863 else
4865 pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4866 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4868 pCaps->MaxVertexShaderConst = vs_consts;
4870 else
4872 pCaps->VertexShaderVersion = 0;
4873 pCaps->MaxVertexShaderConst = 0;
4876 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4878 DWORD ps_consts;
4880 /* Similar as above for vertex programs, but the minimum for fragment
4881 * programs is 24. */
4882 if (gl_info->limits.arb_ps_native_constants < 24)
4883 ps_consts = gl_info->limits.arb_ps_float_constants;
4884 else
4885 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4887 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4889 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4890 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4892 else if (ps_consts >= 32)
4894 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4895 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4896 TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4898 else
4900 pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4901 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4903 pCaps->PixelShader1xMaxValue = 8.0f;
4904 pCaps->MaxPixelShaderConst = ps_consts;
4906 else
4908 pCaps->PixelShaderVersion = 0;
4909 pCaps->PixelShader1xMaxValue = 0.0f;
4910 pCaps->MaxPixelShaderConst = 0;
4913 pCaps->VSClipping = use_nv_clip(gl_info);
4916 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4918 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4920 TRACE("Checking support for color_fixup:\n");
4921 dump_color_fixup_desc(fixup);
4924 /* We support everything except complex conversions. */
4925 if (!is_complex_fixup(fixup))
4927 TRACE("[OK]\n");
4928 return TRUE;
4931 TRACE("[FAILED]\n");
4932 return FALSE;
4935 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4936 DWORD shift;
4937 char write_mask[20], regstr[50];
4938 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4939 BOOL is_color = FALSE;
4940 const struct wined3d_shader_dst_param *dst;
4942 if (!ins->dst_count) return;
4944 dst = &ins->dst[0];
4945 shift = dst->shift;
4946 if (!shift) return; /* Saturate alone is handled by the instructions */
4948 shader_arb_get_write_mask(ins, dst, write_mask);
4949 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4951 /* Generate a line that does the output modifier computation
4952 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4953 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4955 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4956 regstr, write_mask, regstr, shift_tab[shift]);
4959 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4961 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4962 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4963 /* WINED3DSIH_AND */ NULL,
4964 /* WINED3DSIH_BEM */ pshader_hw_bem,
4965 /* WINED3DSIH_BREAK */ shader_hw_break,
4966 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
4967 /* WINED3DSIH_BREAKP */ NULL,
4968 /* WINED3DSIH_CALL */ shader_hw_call,
4969 /* WINED3DSIH_CALLNZ */ NULL,
4970 /* WINED3DSIH_CMP */ pshader_hw_cmp,
4971 /* WINED3DSIH_CND */ pshader_hw_cnd,
4972 /* WINED3DSIH_CRS */ shader_hw_map2gl,
4973 /* WINED3DSIH_CUT */ NULL,
4974 /* WINED3DSIH_DCL */ NULL,
4975 /* WINED3DSIH_DEF */ NULL,
4976 /* WINED3DSIH_DEFB */ NULL,
4977 /* WINED3DSIH_DEFI */ NULL,
4978 /* WINED3DSIH_DIV */ NULL,
4979 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
4980 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
4981 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
4982 /* WINED3DSIH_DST */ shader_hw_map2gl,
4983 /* WINED3DSIH_DSX */ shader_hw_map2gl,
4984 /* WINED3DSIH_DSY */ shader_hw_dsy,
4985 /* WINED3DSIH_ELSE */ shader_hw_else,
4986 /* WINED3DSIH_EMIT */ NULL,
4987 /* WINED3DSIH_ENDIF */ shader_hw_endif,
4988 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
4989 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
4990 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
4991 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
4992 /* WINED3DSIH_FRC */ shader_hw_map2gl,
4993 /* WINED3DSIH_FTOI */ NULL,
4994 /* WINED3DSIH_IADD */ NULL,
4995 /* WINED3DSIH_IEQ */ NULL,
4996 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
4997 /* WINED3DSIH_IFC */ shader_hw_ifc,
4998 /* WINED3DSIH_IGE */ NULL,
4999 /* WINED3DSIH_IMUL */ NULL,
5000 /* WINED3DSIH_ITOF */ NULL,
5001 /* WINED3DSIH_LABEL */ shader_hw_label,
5002 /* WINED3DSIH_LD */ NULL,
5003 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5004 /* WINED3DSIH_LOG */ shader_hw_log_pow,
5005 /* WINED3DSIH_LOGP */ shader_hw_log_pow,
5006 /* WINED3DSIH_LOOP */ shader_hw_loop,
5007 /* WINED3DSIH_LRP */ shader_hw_lrp,
5008 /* WINED3DSIH_LT */ NULL,
5009 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5010 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5011 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5012 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5013 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5014 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5015 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5016 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5017 /* WINED3DSIH_MOV */ shader_hw_mov,
5018 /* WINED3DSIH_MOVA */ shader_hw_mov,
5019 /* WINED3DSIH_MOVC */ NULL,
5020 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5021 /* WINED3DSIH_NOP */ shader_hw_nop,
5022 /* WINED3DSIH_NRM */ shader_hw_nrm,
5023 /* WINED3DSIH_PHASE */ NULL,
5024 /* WINED3DSIH_POW */ shader_hw_log_pow,
5025 /* WINED3DSIH_RCP */ shader_hw_rcp,
5026 /* WINED3DSIH_REP */ shader_hw_rep,
5027 /* WINED3DSIH_RET */ shader_hw_ret,
5028 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5029 /* WINED3DSIH_SAMPLE */ NULL,
5030 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5031 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5032 /* WINED3DSIH_SETP */ NULL,
5033 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5034 /* WINED3DSIH_SGN */ shader_hw_sgn,
5035 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5036 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5037 /* WINED3DSIH_SQRT */ NULL,
5038 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5039 /* WINED3DSIH_TEX */ pshader_hw_tex,
5040 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5041 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5042 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5043 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5044 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5045 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5046 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5047 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5048 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5049 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5050 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5051 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5052 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5053 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5054 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5055 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5056 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5057 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5058 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5059 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5060 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5061 /* WINED3DSIH_UTOF */ NULL,
5064 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
5066 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5067 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5068 WORD bools = 0;
5069 WORD flag = (1 << idx);
5070 const local_constant *constant;
5071 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5073 if (reg_maps->local_bool_consts & flag)
5075 /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5076 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
5078 if (constant->idx == idx)
5080 return constant->value[0];
5083 ERR("Local constant not found\n");
5084 return FALSE;
5086 else
5088 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5089 else bools = priv->cur_ps_args->bools;
5090 return bools & flag;
5094 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5095 IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
5097 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5098 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5100 /* Integer constants can either be a local constant, or they can be stored in the shader
5101 * type specific compile args. */
5102 if (reg_maps->local_int_consts & (1 << idx))
5104 const local_constant *constant;
5106 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
5108 if (constant->idx == idx)
5110 loop_control->count = constant->value[0];
5111 loop_control->start = constant->value[1];
5112 /* Step is signed. */
5113 loop_control->step = (int)constant->value[2];
5114 return;
5117 /* If this happens the flag was set incorrectly */
5118 ERR("Local constant not found\n");
5119 loop_control->count = 0;
5120 loop_control->start = 0;
5121 loop_control->step = 0;
5122 return;
5125 switch (reg_maps->shader_version.type)
5127 case WINED3D_SHADER_TYPE_VERTEX:
5128 /* Count and aL start value are unsigned */
5129 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5130 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5131 /* Step is signed. */
5132 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5133 break;
5135 case WINED3D_SHADER_TYPE_PIXEL:
5136 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5137 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5138 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5139 break;
5141 default:
5142 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5143 break;
5147 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5149 unsigned int i;
5150 struct wined3d_shader_dst_param *dst_param = NULL;
5151 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5152 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5153 if(!rec)
5155 ERR("Out of memory\n");
5156 return;
5159 rec->ins = *ins;
5160 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5161 if(!dst_param) goto free;
5162 *dst_param = *ins->dst;
5163 if(ins->dst->reg.rel_addr)
5165 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
5166 if(!rel_addr) goto free;
5167 *rel_addr = *ins->dst->reg.rel_addr;
5168 dst_param->reg.rel_addr = rel_addr;
5170 rec->ins.dst = dst_param;
5172 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5173 if(!src_param) goto free;
5174 for(i = 0; i < ins->src_count; i++)
5176 src_param[i] = ins->src[i];
5177 if(ins->src[i].reg.rel_addr)
5179 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5180 if(!rel_addr) goto free;
5181 *rel_addr = *ins->src[i].reg.rel_addr;
5182 src_param[i].reg.rel_addr = rel_addr;
5185 rec->ins.src = src_param;
5186 list_add_tail(list, &rec->entry);
5187 return;
5189 free:
5190 ERR("Out of memory\n");
5191 if(dst_param)
5193 HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
5194 HeapFree(GetProcessHeap(), 0, dst_param);
5196 if(src_param)
5198 for(i = 0; i < ins->src_count; i++)
5200 HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
5202 HeapFree(GetProcessHeap(), 0, src_param);
5204 HeapFree(GetProcessHeap(), 0, rec);
5207 static void free_recorded_instruction(struct list *list)
5209 struct recorded_instruction *rec_ins, *entry2;
5210 unsigned int i;
5212 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5214 list_remove(&rec_ins->entry);
5215 if(rec_ins->ins.dst)
5217 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
5218 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
5220 if(rec_ins->ins.src)
5222 for(i = 0; i < rec_ins->ins.src_count; i++)
5224 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
5226 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
5228 HeapFree(GetProcessHeap(), 0, rec_ins);
5232 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5233 SHADER_HANDLER hw_fct;
5234 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5235 struct IWineD3DBaseShaderImpl *shader = ins->ctx->shader;
5236 struct control_frame *control_frame;
5237 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5238 BOOL bool_const;
5240 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5242 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5243 list_add_head(&priv->control_frames, &control_frame->entry);
5245 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5246 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5248 if(priv->target_version >= NV2)
5250 control_frame->no.loop = priv->num_loops++;
5251 priv->loop_depth++;
5253 else
5255 /* Don't bother recording when we're in a not used if branch */
5256 if(priv->muted)
5258 return;
5261 if(!priv->recording)
5263 list_init(&priv->record);
5264 priv->recording = TRUE;
5265 control_frame->outer_loop = TRUE;
5266 get_loop_control_const(ins, shader, ins->src[0].reg.idx, &control_frame->loop_control);
5267 return; /* Instruction is handled */
5269 /* Record this loop in the outer loop's recording */
5272 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5274 if(priv->target_version >= NV2)
5276 /* Nothing to do. The control frame is popped after the HW instr handler */
5278 else
5280 struct list *e = list_head(&priv->control_frames);
5281 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5282 list_remove(&control_frame->entry);
5284 if(control_frame->outer_loop)
5286 unsigned int iteration;
5287 int aL = 0;
5288 struct list copy;
5290 /* Turn off recording before playback */
5291 priv->recording = FALSE;
5293 /* Move the recorded instructions to a separate list and get them out of the private data
5294 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5295 * be recorded again, thus priv->record might be overwritten
5297 list_init(&copy);
5298 list_move_tail(&copy, &priv->record);
5299 list_init(&priv->record);
5301 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5303 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5304 control_frame->loop_control.count, control_frame->loop_control.start,
5305 control_frame->loop_control.step);
5306 aL = control_frame->loop_control.start;
5308 else
5310 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5313 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5315 struct recorded_instruction *rec_ins;
5316 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5318 priv->aL = aL;
5319 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5321 else
5323 shader_addline(buffer, "#Iteration %u\n", iteration);
5326 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5328 shader_arb_handle_instruction(&rec_ins->ins);
5331 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5333 aL += control_frame->loop_control.step;
5336 shader_addline(buffer, "#end loop/rep\n");
5338 free_recorded_instruction(&copy);
5339 HeapFree(GetProcessHeap(), 0, control_frame);
5340 return; /* Instruction is handled */
5342 else
5344 /* This is a nested loop. Proceed to the normal recording function */
5345 HeapFree(GetProcessHeap(), 0, control_frame);
5350 if(priv->recording)
5352 record_instruction(&priv->record, ins);
5353 return;
5356 /* boolean if */
5357 if(ins->handler_idx == WINED3DSIH_IF)
5359 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5360 list_add_head(&priv->control_frames, &control_frame->entry);
5361 control_frame->type = IF;
5363 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx);
5364 if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5365 if (!priv->muted && !bool_const)
5367 shader_addline(buffer, "#if(FALSE){\n");
5368 priv->muted = TRUE;
5369 control_frame->muting = TRUE;
5371 else shader_addline(buffer, "#if(TRUE) {\n");
5373 return; /* Instruction is handled */
5375 else if(ins->handler_idx == WINED3DSIH_IFC)
5377 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5378 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5379 control_frame->type = IFC;
5380 control_frame->no.ifc = priv->num_ifcs++;
5381 list_add_head(&priv->control_frames, &control_frame->entry);
5383 else if(ins->handler_idx == WINED3DSIH_ELSE)
5385 struct list *e = list_head(&priv->control_frames);
5386 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5388 if(control_frame->type == IF)
5390 shader_addline(buffer, "#} else {\n");
5391 if(!priv->muted && !control_frame->muting)
5393 priv->muted = TRUE;
5394 control_frame->muting = TRUE;
5396 else if(control_frame->muting) priv->muted = FALSE;
5397 return; /* Instruction is handled. */
5399 /* In case of an ifc, generate a HW shader instruction */
5401 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5403 struct list *e = list_head(&priv->control_frames);
5404 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5406 if(control_frame->type == IF)
5408 shader_addline(buffer, "#} endif\n");
5409 if(control_frame->muting) priv->muted = FALSE;
5410 list_remove(&control_frame->entry);
5411 HeapFree(GetProcessHeap(), 0, control_frame);
5412 return; /* Instruction is handled */
5416 if(priv->muted) return;
5418 /* Select handler */
5419 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5421 /* Unhandled opcode */
5422 if (!hw_fct)
5424 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5425 return;
5427 hw_fct(ins);
5429 if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5431 struct list *e = list_head(&priv->control_frames);
5432 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5433 list_remove(&control_frame->entry);
5434 HeapFree(GetProcessHeap(), 0, control_frame);
5435 priv->loop_depth--;
5437 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5439 /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5440 struct list *e = list_head(&priv->control_frames);
5441 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5442 list_remove(&control_frame->entry);
5443 HeapFree(GetProcessHeap(), 0, control_frame);
5447 shader_arb_add_instruction_modifiers(ins);
5450 const shader_backend_t arb_program_shader_backend = {
5451 shader_arb_handle_instruction,
5452 shader_arb_select,
5453 shader_arb_select_depth_blt,
5454 shader_arb_deselect_depth_blt,
5455 shader_arb_update_float_vertex_constants,
5456 shader_arb_update_float_pixel_constants,
5457 shader_arb_load_constants,
5458 shader_arb_load_np2fixup_constants,
5459 shader_arb_destroy,
5460 shader_arb_alloc,
5461 shader_arb_free,
5462 shader_arb_dirty_const,
5463 shader_arb_get_caps,
5464 shader_arb_color_fixup_supported,
5467 /* ARB_fragment_program fixed function pipeline replacement definitions */
5468 #define ARB_FFP_CONST_TFACTOR 0
5469 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5470 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5471 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5472 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5474 struct arbfp_ffp_desc
5476 struct ffp_frag_desc parent;
5477 GLuint shader;
5478 unsigned int num_textures_used;
5481 /* Context activation is done by the caller. */
5482 static void arbfp_enable(BOOL enable)
5484 ENTER_GL();
5485 if(enable) {
5486 glEnable(GL_FRAGMENT_PROGRAM_ARB);
5487 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5488 } else {
5489 glDisable(GL_FRAGMENT_PROGRAM_ARB);
5490 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5492 LEAVE_GL();
5495 static HRESULT arbfp_alloc(IWineD3DDeviceImpl *device)
5497 struct shader_arb_priv *priv;
5498 /* Share private data between the shader backend and the pipeline replacement, if both
5499 * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5500 * if no pixel shader is bound or not
5502 if (device->shader_backend == &arb_program_shader_backend)
5504 device->fragment_priv = device->shader_priv;
5506 else
5508 device->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5509 if (!device->fragment_priv) return E_OUTOFMEMORY;
5511 priv = device->fragment_priv;
5512 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5514 ERR("Failed to initialize rbtree.\n");
5515 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5516 return E_OUTOFMEMORY;
5518 priv->use_arbfp_fixed_func = TRUE;
5519 return WINED3D_OK;
5522 /* Context activation is done by the caller. */
5523 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5525 const struct wined3d_gl_info *gl_info = context;
5526 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5528 ENTER_GL();
5529 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5530 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5531 HeapFree(GetProcessHeap(), 0, entry_arb);
5532 LEAVE_GL();
5535 /* Context activation is done by the caller. */
5536 static void arbfp_free(IWineD3DDeviceImpl *device)
5538 struct shader_arb_priv *priv = device->fragment_priv;
5540 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5541 priv->use_arbfp_fixed_func = FALSE;
5543 if (device->shader_backend != &arb_program_shader_backend)
5545 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5549 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5551 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5552 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5553 WINED3DTEXOPCAPS_SELECTARG1 |
5554 WINED3DTEXOPCAPS_SELECTARG2 |
5555 WINED3DTEXOPCAPS_MODULATE4X |
5556 WINED3DTEXOPCAPS_MODULATE2X |
5557 WINED3DTEXOPCAPS_MODULATE |
5558 WINED3DTEXOPCAPS_ADDSIGNED2X |
5559 WINED3DTEXOPCAPS_ADDSIGNED |
5560 WINED3DTEXOPCAPS_ADD |
5561 WINED3DTEXOPCAPS_SUBTRACT |
5562 WINED3DTEXOPCAPS_ADDSMOOTH |
5563 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5564 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5565 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5566 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5567 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5568 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5569 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5570 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5571 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5572 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5573 WINED3DTEXOPCAPS_MULTIPLYADD |
5574 WINED3DTEXOPCAPS_LERP |
5575 WINED3DTEXOPCAPS_BUMPENVMAP |
5576 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5578 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5580 caps->MaxTextureBlendStages = 8;
5581 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5584 static void state_texfactor_arbfp(DWORD state_id,
5585 struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5587 const struct wined3d_gl_info *gl_info = context->gl_info;
5588 const struct wined3d_state *state = &stateblock->state;
5589 IWineD3DDeviceImpl *device = stateblock->device;
5590 float col[4];
5592 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5593 * application provided constants
5595 if (device->shader_backend == &arb_program_shader_backend)
5597 if (use_ps(state)) return;
5599 context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5600 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5603 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
5604 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5605 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5609 static void state_arb_specularenable(DWORD state_id,
5610 struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5612 const struct wined3d_gl_info *gl_info = context->gl_info;
5613 const struct wined3d_state *state = &stateblock->state;
5614 IWineD3DDeviceImpl *device = stateblock->device;
5615 float col[4];
5617 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5618 * application provided constants
5620 if (device->shader_backend == &arb_program_shader_backend)
5622 if (use_ps(state)) return;
5624 context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5625 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5628 if (state->render_states[WINED3DRS_SPECULARENABLE])
5630 /* The specular color has no alpha */
5631 col[0] = 1.0f; col[1] = 1.0f;
5632 col[2] = 1.0f; col[3] = 0.0f;
5633 } else {
5634 col[0] = 0.0f; col[1] = 0.0f;
5635 col[2] = 0.0f; col[3] = 0.0f;
5637 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5638 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5641 static void set_bumpmat_arbfp(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5643 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5644 const struct wined3d_gl_info *gl_info = context->gl_info;
5645 const struct wined3d_state *state = &stateblock->state;
5646 IWineD3DDeviceImpl *device = stateblock->device;
5647 float mat[2][2];
5649 if (use_ps(state))
5651 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
5652 if (stage && (ps->baseShader.reg_maps.bumpmat & (1 << stage)))
5654 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5655 * anyway
5657 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5658 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5661 if(device->shader_backend == &arb_program_shader_backend) {
5662 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5663 return;
5665 } else if(device->shader_backend == &arb_program_shader_backend) {
5666 context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5667 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5670 mat[0][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
5671 mat[0][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
5672 mat[1][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
5673 mat[1][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
5675 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5676 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5679 static void tex_bumpenvlum_arbfp(DWORD state_id,
5680 struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5682 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5683 const struct wined3d_gl_info *gl_info = context->gl_info;
5684 const struct wined3d_state *state = &stateblock->state;
5685 IWineD3DDeviceImpl *device = stateblock->device;
5686 float param[4];
5688 if (use_ps(state))
5690 IWineD3DPixelShaderImpl *ps = state->pixel_shader;
5691 if (stage && (ps->baseShader.reg_maps.luminanceparams & (1 << stage)))
5693 /* The pixel shader has to know the luminance offset. Do a constants update if it
5694 * isn't scheduled anyway
5696 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5697 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5700 if(device->shader_backend == &arb_program_shader_backend) {
5701 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5702 return;
5704 } else if(device->shader_backend == &arb_program_shader_backend) {
5705 context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5706 device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5709 param[0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLSCALE]);
5710 param[1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLOFFSET]);
5711 param[2] = 0.0f;
5712 param[3] = 0.0f;
5714 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5715 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5718 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5720 const char *ret;
5722 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5724 switch(arg & WINED3DTA_SELECTMASK) {
5725 case WINED3DTA_DIFFUSE:
5726 ret = "fragment.color.primary"; break;
5728 case WINED3DTA_CURRENT:
5729 if (!stage) ret = "fragment.color.primary";
5730 else ret = "ret";
5731 break;
5733 case WINED3DTA_TEXTURE:
5734 switch(stage) {
5735 case 0: ret = "tex0"; break;
5736 case 1: ret = "tex1"; break;
5737 case 2: ret = "tex2"; break;
5738 case 3: ret = "tex3"; break;
5739 case 4: ret = "tex4"; break;
5740 case 5: ret = "tex5"; break;
5741 case 6: ret = "tex6"; break;
5742 case 7: ret = "tex7"; break;
5743 default: ret = "unknown texture";
5745 break;
5747 case WINED3DTA_TFACTOR:
5748 ret = "tfactor"; break;
5750 case WINED3DTA_SPECULAR:
5751 ret = "fragment.color.secondary"; break;
5753 case WINED3DTA_TEMP:
5754 ret = "tempreg"; break;
5756 case WINED3DTA_CONSTANT:
5757 FIXME("Implement perstage constants\n");
5758 switch(stage) {
5759 case 0: ret = "const0"; break;
5760 case 1: ret = "const1"; break;
5761 case 2: ret = "const2"; break;
5762 case 3: ret = "const3"; break;
5763 case 4: ret = "const4"; break;
5764 case 5: ret = "const5"; break;
5765 case 6: ret = "const6"; break;
5766 case 7: ret = "const7"; break;
5767 default: ret = "unknown constant";
5769 break;
5771 default:
5772 return "unknown";
5775 if(arg & WINED3DTA_COMPLEMENT) {
5776 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5777 if(argnum == 0) ret = "arg0";
5778 if(argnum == 1) ret = "arg1";
5779 if(argnum == 2) ret = "arg2";
5781 if(arg & WINED3DTA_ALPHAREPLICATE) {
5782 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5783 if(argnum == 0) ret = "arg0";
5784 if(argnum == 1) ret = "arg1";
5785 if(argnum == 2) ret = "arg2";
5787 return ret;
5790 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5791 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5793 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5794 unsigned int mul = 1;
5795 BOOL mul_final_dest = FALSE;
5797 if(color && alpha) dstmask = "";
5798 else if(color) dstmask = ".xyz";
5799 else dstmask = ".w";
5801 if(dst == tempreg) dstreg = "tempreg";
5802 else dstreg = "ret";
5804 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5805 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5806 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5808 switch(op) {
5809 case WINED3DTOP_DISABLE:
5810 if (!stage) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5811 break;
5813 case WINED3DTOP_SELECTARG2:
5814 arg1 = arg2;
5815 /* FALLTHROUGH */
5816 case WINED3DTOP_SELECTARG1:
5817 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5818 break;
5820 case WINED3DTOP_MODULATE4X:
5821 mul = 2;
5822 /* FALLTHROUGH */
5823 case WINED3DTOP_MODULATE2X:
5824 mul *= 2;
5825 if (!strcmp(dstreg, "result.color"))
5827 dstreg = "ret";
5828 mul_final_dest = TRUE;
5830 /* FALLTHROUGH */
5831 case WINED3DTOP_MODULATE:
5832 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5833 break;
5835 case WINED3DTOP_ADDSIGNED2X:
5836 mul = 2;
5837 if (!strcmp(dstreg, "result.color"))
5839 dstreg = "ret";
5840 mul_final_dest = TRUE;
5842 /* FALLTHROUGH */
5843 case WINED3DTOP_ADDSIGNED:
5844 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5845 arg2 = "arg2";
5846 /* FALLTHROUGH */
5847 case WINED3DTOP_ADD:
5848 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5849 break;
5851 case WINED3DTOP_SUBTRACT:
5852 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5853 break;
5855 case WINED3DTOP_ADDSMOOTH:
5856 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5857 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5858 break;
5860 case WINED3DTOP_BLENDCURRENTALPHA:
5861 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5862 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5863 break;
5864 case WINED3DTOP_BLENDFACTORALPHA:
5865 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5866 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5867 break;
5868 case WINED3DTOP_BLENDTEXTUREALPHA:
5869 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5870 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5871 break;
5872 case WINED3DTOP_BLENDDIFFUSEALPHA:
5873 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5874 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5875 break;
5877 case WINED3DTOP_BLENDTEXTUREALPHAPM:
5878 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5879 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5880 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5881 break;
5883 /* D3DTOP_PREMODULATE ???? */
5885 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5886 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5887 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5888 break;
5889 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5890 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5891 break;
5892 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5893 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5894 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5895 break;
5896 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5897 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5898 break;
5900 case WINED3DTOP_DOTPRODUCT3:
5901 mul = 4;
5902 if (!strcmp(dstreg, "result.color"))
5904 dstreg = "ret";
5905 mul_final_dest = TRUE;
5907 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5908 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5909 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5910 break;
5912 case WINED3DTOP_MULTIPLYADD:
5913 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5914 break;
5916 case WINED3DTOP_LERP:
5917 /* The msdn is not quite right here */
5918 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5919 break;
5921 case WINED3DTOP_BUMPENVMAP:
5922 case WINED3DTOP_BUMPENVMAPLUMINANCE:
5923 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5924 break;
5926 default:
5927 FIXME("Unhandled texture op %08x\n", op);
5930 if(mul == 2) {
5931 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5932 } else if(mul == 4) {
5933 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5937 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, struct wined3d_stateblock *stateblock)
5939 const struct wined3d_gl_info *gl_info = &stateblock->device->adapter->gl_info;
5940 unsigned int stage;
5941 struct wined3d_shader_buffer buffer;
5942 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5943 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5944 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5945 const char *textype;
5946 const char *instr, *sat;
5947 char colorcor_dst[8];
5948 GLuint ret;
5949 DWORD arg0, arg1, arg2;
5950 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5951 BOOL op_equal;
5952 const char *final_combiner_src = "ret";
5953 GLint pos;
5955 /* Find out which textures are read */
5956 for(stage = 0; stage < MAX_TEXTURES; stage++) {
5957 if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5958 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5959 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5960 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5961 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5962 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5963 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5965 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5966 if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5967 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5968 bump_used[stage] = TRUE;
5969 tex_read[stage] = TRUE;
5971 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5972 bump_used[stage] = TRUE;
5973 tex_read[stage] = TRUE;
5974 luminance_used[stage] = TRUE;
5975 } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5976 tfactor_used = TRUE;
5979 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5980 tfactor_used = TRUE;
5983 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5984 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5985 tempreg_used = TRUE;
5988 if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5989 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5990 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5991 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5992 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5993 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5994 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5996 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5997 tempreg_used = TRUE;
5999 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6000 tfactor_used = TRUE;
6004 /* Shader header */
6005 if (!shader_buffer_init(&buffer))
6007 ERR("Failed to initialize shader buffer.\n");
6008 return 0;
6011 shader_addline(&buffer, "!!ARBfp1.0\n");
6013 switch(settings->fog) {
6014 case FOG_OFF: break;
6015 case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6016 case FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6017 case FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6018 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6021 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6022 shader_addline(&buffer, "TEMP TMP;\n");
6023 shader_addline(&buffer, "TEMP ret;\n");
6024 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6025 shader_addline(&buffer, "TEMP arg0;\n");
6026 shader_addline(&buffer, "TEMP arg1;\n");
6027 shader_addline(&buffer, "TEMP arg2;\n");
6028 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6029 if(!tex_read[stage]) continue;
6030 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6031 if(!bump_used[stage]) continue;
6032 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6033 if(!luminance_used[stage]) continue;
6034 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6036 if(tfactor_used) {
6037 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6039 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6041 if(settings->sRGB_write) {
6042 shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6043 srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6044 shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6045 srgb_sub_high, 0.0, 0.0, 0.0);
6048 if (ffp_clip_emul(&stateblock->state) && settings->emul_clipplanes)
6049 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6051 /* Generate texture sampling instructions) */
6052 for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
6053 if(!tex_read[stage]) continue;
6055 switch(settings->op[stage].tex_type) {
6056 case tex_1d: textype = "1D"; break;
6057 case tex_2d: textype = "2D"; break;
6058 case tex_3d: textype = "3D"; break;
6059 case tex_cube: textype = "CUBE"; break;
6060 case tex_rect: textype = "RECT"; break;
6061 default: textype = "unexpected_textype"; break;
6064 if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
6065 settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6066 sat = "";
6067 } else {
6068 sat = "_SAT";
6071 if(settings->op[stage].projected == proj_none) {
6072 instr = "TEX";
6073 } else if(settings->op[stage].projected == proj_count4 ||
6074 settings->op[stage].projected == proj_count3) {
6075 instr = "TXP";
6076 } else {
6077 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6078 instr = "TXP";
6081 if(stage > 0 &&
6082 (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
6083 settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
6084 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6085 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6086 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6087 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6089 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6090 * so multiply the displacement with the dividing parameter before passing it to TXP
6092 if (settings->op[stage].projected != proj_none) {
6093 if(settings->op[stage].projected == proj_count4) {
6094 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6095 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6096 } else {
6097 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6098 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6100 } else {
6101 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6104 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6105 instr, sat, stage, stage, textype);
6106 if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6107 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6108 stage - 1, stage - 1, stage - 1);
6109 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6111 } else if(settings->op[stage].projected == proj_count3) {
6112 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6113 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6114 shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6115 instr, sat, stage, stage, textype);
6116 } else {
6117 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6118 instr, sat, stage, stage, stage, textype);
6121 sprintf(colorcor_dst, "tex%u", stage);
6122 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6123 settings->op[stage].color_fixup);
6126 /* Generate the main shader */
6127 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6129 if (settings->op[stage].cop == WINED3DTOP_DISABLE)
6131 if (!stage) final_combiner_src = "fragment.color.primary";
6132 break;
6135 if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6136 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6137 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6138 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6139 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6140 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6141 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6142 settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6143 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6144 } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6145 settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6146 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6147 } else {
6148 op_equal = settings->op[stage].aop == settings->op[stage].cop &&
6149 settings->op[stage].carg0 == settings->op[stage].aarg0 &&
6150 settings->op[stage].carg1 == settings->op[stage].aarg1 &&
6151 settings->op[stage].carg2 == settings->op[stage].aarg2;
6154 if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
6155 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6156 settings->op[stage].cop, settings->op[stage].carg0,
6157 settings->op[stage].carg1, settings->op[stage].carg2);
6158 if (!stage)
6159 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6161 else if (op_equal)
6163 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6164 settings->op[stage].cop, settings->op[stage].carg0,
6165 settings->op[stage].carg1, settings->op[stage].carg2);
6166 } else {
6167 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6168 settings->op[stage].cop, settings->op[stage].carg0,
6169 settings->op[stage].carg1, settings->op[stage].carg2);
6170 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6171 settings->op[stage].aop, settings->op[stage].aarg0,
6172 settings->op[stage].aarg1, settings->op[stage].aarg2);
6176 if(settings->sRGB_write) {
6177 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6178 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6179 shader_addline(&buffer, "MOV result.color, ret;\n");
6180 } else {
6181 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6184 /* Footer */
6185 shader_addline(&buffer, "END\n");
6187 /* Generate the shader */
6188 GL_EXTCALL(glGenProgramsARB(1, &ret));
6189 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6190 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6191 strlen(buffer.buffer), buffer.buffer));
6192 checkGLcall("glProgramStringARB()");
6194 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6195 if (pos != -1)
6197 FIXME("Fragment program error at position %d: %s\n\n", pos,
6198 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6199 shader_arb_dump_program_source(buffer.buffer);
6201 else
6203 GLint native;
6205 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6206 checkGLcall("glGetProgramivARB()");
6207 if (!native) WARN("Program exceeds native resource limits.\n");
6210 shader_buffer_free(&buffer);
6211 return ret;
6214 static void fragment_prog_arbfp(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
6216 const struct wined3d_gl_info *gl_info = context->gl_info;
6217 const struct wined3d_state *state = &stateblock->state;
6218 IWineD3DDeviceImpl *device = stateblock->device;
6219 struct shader_arb_priv *priv = device->fragment_priv;
6220 BOOL use_vshader = use_vs(state);
6221 BOOL use_pshader = use_ps(state);
6222 struct ffp_frag_settings settings;
6223 const struct arbfp_ffp_desc *desc;
6224 unsigned int i;
6226 TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
6228 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
6229 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6230 /* Reload fixed function constants since they collide with the pixel shader constants */
6231 for(i = 0; i < MAX_TEXTURES; i++) {
6232 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6234 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6235 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6236 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6237 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6239 return;
6242 if(!use_pshader) {
6243 /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
6244 gen_ffp_frag_op(stateblock, &settings, FALSE);
6245 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6246 if(!desc) {
6247 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6248 if (!new_desc)
6250 ERR("Out of memory\n");
6251 return;
6253 new_desc->num_textures_used = 0;
6254 for (i = 0; i < gl_info->limits.texture_stages; ++i)
6256 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
6257 new_desc->num_textures_used = i;
6260 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6261 new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
6262 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6263 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6264 desc = new_desc;
6267 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6268 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6269 * deactivate it.
6271 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6272 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6273 priv->current_fprogram_id = desc->shader;
6275 if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6276 /* Reload fixed function constants since they collide with the pixel shader constants */
6277 for(i = 0; i < MAX_TEXTURES; i++) {
6278 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6280 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6281 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6283 context->last_was_pshader = FALSE;
6284 } else {
6285 context->last_was_pshader = TRUE;
6288 /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6289 * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6290 * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6291 * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6292 * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6294 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6295 * shader handler
6297 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6298 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6300 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6301 stateblock_apply_state(STATE_VERTEXSHADERCONSTANT, stateblock, context);
6303 if (use_pshader) stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
6306 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6307 * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6308 * state table, so we need to handle that with a forwarding function. The other invisible side effect
6309 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6310 * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6312 static void state_arbfp_fog(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
6314 const struct wined3d_state *state = &stateblock->state;
6315 enum fogsource new_source;
6317 TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
6319 if(!isStateDirty(context, STATE_PIXELSHADER)) {
6320 fragment_prog_arbfp(state_id, stateblock, context);
6323 if (!state->render_states[WINED3DRS_FOGENABLE]) return;
6325 if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
6327 if (use_vs(state))
6329 new_source = FOGSOURCE_VS;
6331 else
6333 if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
6334 new_source = FOGSOURCE_COORD;
6335 else
6336 new_source = FOGSOURCE_FFP;
6338 } else {
6339 new_source = FOGSOURCE_FFP;
6341 if(new_source != context->fog_source) {
6342 context->fog_source = new_source;
6343 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
6347 static void textransform(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
6349 if (!isStateDirty(context, STATE_PIXELSHADER))
6350 fragment_prog_arbfp(state, stateblock, context);
6353 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
6354 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6355 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6356 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6357 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6358 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6359 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6360 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6361 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6362 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6363 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6364 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6365 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6366 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6367 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6368 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6369 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6370 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6371 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6372 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6373 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6374 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6375 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6376 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6377 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6378 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6379 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6380 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6381 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6382 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6383 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6384 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6385 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6386 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6387 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6388 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6389 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6390 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6391 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6392 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6393 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6394 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6395 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6396 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6397 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6398 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6399 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6400 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6401 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6402 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6403 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6404 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6405 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6406 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6407 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6408 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6409 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6410 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6411 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6412 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6413 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6414 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6415 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6416 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6417 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6418 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6419 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6420 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6421 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6422 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6423 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6424 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6425 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6426 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6427 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6428 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6429 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6430 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6431 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6432 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6433 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6434 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6435 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6436 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6437 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6438 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6439 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6440 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6441 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6442 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6443 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6444 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6445 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6446 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6447 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6448 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6449 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6450 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6451 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6452 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6453 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6454 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6455 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6456 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6457 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6458 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6459 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6460 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6461 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6462 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6463 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6464 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6465 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6466 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6467 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6468 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6469 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6470 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6471 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6472 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
6473 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6474 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
6475 {STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6476 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6477 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6478 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6479 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6480 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6481 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
6482 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6483 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6484 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6485 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6486 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6487 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6488 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6489 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6490 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6491 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
6492 {STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6493 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6496 const struct fragment_pipeline arbfp_fragment_pipeline = {
6497 arbfp_enable,
6498 arbfp_get_caps,
6499 arbfp_alloc,
6500 arbfp_free,
6501 shader_arb_color_fixup_supported,
6502 arbfp_fragmentstate_template,
6503 TRUE /* We can disable projected textures */
6506 struct arbfp_blit_priv {
6507 GLenum yuy2_rect_shader, yuy2_2d_shader;
6508 GLenum uyvy_rect_shader, uyvy_2d_shader;
6509 GLenum yv12_rect_shader, yv12_2d_shader;
6510 GLenum p8_rect_shader, p8_2d_shader;
6511 GLuint palette_texture;
6514 static HRESULT arbfp_blit_alloc(IWineD3DDeviceImpl *device)
6516 device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6517 if(!device->blit_priv) {
6518 ERR("Out of memory\n");
6519 return E_OUTOFMEMORY;
6521 return WINED3D_OK;
6524 /* Context activation is done by the caller. */
6525 static void arbfp_blit_free(IWineD3DDeviceImpl *device)
6527 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6528 struct arbfp_blit_priv *priv = device->blit_priv;
6530 ENTER_GL();
6531 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6532 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6533 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6534 GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6535 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6536 GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6537 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6538 GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6539 checkGLcall("Delete yuv and p8 programs");
6541 if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture);
6542 LEAVE_GL();
6544 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6545 device->blit_priv = NULL;
6548 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6549 GLenum textype, char *luminance)
6551 char chroma;
6552 const char *tex, *texinstr;
6554 if (fixup == COMPLEX_FIXUP_UYVY) {
6555 chroma = 'x';
6556 *luminance = 'w';
6557 } else {
6558 chroma = 'w';
6559 *luminance = 'x';
6561 switch(textype) {
6562 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6563 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6564 default:
6565 /* This is more tricky than just replacing the texture type - we have to navigate
6566 * properly in the texture to find the correct chroma values
6568 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6569 return FALSE;
6572 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6573 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6574 * filtering when we sample the texture.
6576 * These are the rules for reading the chroma:
6578 * Even pixel: Cr
6579 * Even pixel: U
6580 * Odd pixel: V
6582 * So we have to get the sampling x position in non-normalized coordinates in integers
6584 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6585 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6586 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6587 } else {
6588 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6590 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6591 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6592 * 0.5, so add 0.5.
6594 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6595 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6597 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6598 * even and odd pixels respectively
6600 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6601 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6603 /* Sample Pixel 1 */
6604 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6606 /* Put the value into either of the chroma values */
6607 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6608 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6609 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6610 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6612 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6613 * the pixel right to the current one. Otherwise, sample the left pixel.
6614 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6616 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6617 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6618 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6620 /* Put the value into the other chroma */
6621 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6622 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6623 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6624 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6626 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6627 * the current one and lerp the two U and V values
6630 /* This gives the correctly filtered luminance value */
6631 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6633 return TRUE;
6636 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6638 const char *tex;
6640 switch(textype) {
6641 case GL_TEXTURE_2D: tex = "2D"; break;
6642 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6643 default:
6644 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6645 return FALSE;
6648 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6649 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6650 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6651 * pitch of the luminance plane, the packing into the gl texture is a bit
6652 * unfortunate. If the whole texture is interpreted as luminance data it looks
6653 * approximately like this:
6655 * +----------------------------------+----
6656 * | |
6657 * | |
6658 * | |
6659 * | |
6660 * | | 2
6661 * | LUMINANCE | -
6662 * | | 3
6663 * | |
6664 * | |
6665 * | |
6666 * | |
6667 * +----------------+-----------------+----
6668 * | | |
6669 * | U even rows | U odd rows |
6670 * | | | 1
6671 * +----------------+------------------ -
6672 * | | | 3
6673 * | V even rows | V odd rows |
6674 * | | |
6675 * +----------------+-----------------+----
6676 * | | |
6677 * | 0.5 | 0.5 |
6679 * So it appears as if there are 4 chroma images, but in fact the odd rows
6680 * in the chroma images are in the same row as the even ones. So its is
6681 * kinda tricky to read
6683 * When reading from rectangle textures, keep in mind that the input y coordinates
6684 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6686 shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6687 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6689 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6690 /* the chroma planes have only half the width */
6691 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6693 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6694 * the coordinate. Also read the right side of the image when reading odd lines
6696 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6697 * bleeding
6699 if(textype == GL_TEXTURE_2D) {
6701 shader_addline(buffer, "RCP chroma.w, size.y;\n");
6703 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6705 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6706 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6708 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6709 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6710 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6711 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6712 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6714 /* clamp, keep the half pixel origin in mind */
6715 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6716 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6717 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6718 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6719 } else {
6720 /* Read from [size - size+size/4] */
6721 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6722 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6724 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6725 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6726 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6727 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6728 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6729 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6731 /* Make sure to read exactly from the pixel center */
6732 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6733 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6735 /* Clamp */
6736 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6737 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6738 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6739 shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6740 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6742 /* Read the texture, put the result into the output register */
6743 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6744 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6746 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6747 * No need to clamp because we're just reusing the already clamped value from above
6749 if(textype == GL_TEXTURE_2D) {
6750 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6751 } else {
6752 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6754 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6755 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6757 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6758 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6759 * values due to filtering
6761 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6762 if(textype == GL_TEXTURE_2D) {
6763 /* Multiply the y coordinate by 2/3 and clamp it */
6764 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6765 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6766 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6767 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6768 } else {
6769 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6770 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6771 * is bigger
6773 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6774 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6775 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6777 *luminance = 'a';
6779 return TRUE;
6782 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6783 const struct wined3d_gl_info *gl_info, GLenum textype)
6785 GLenum shader;
6786 struct wined3d_shader_buffer buffer;
6787 GLint pos;
6789 /* Shader header */
6790 if (!shader_buffer_init(&buffer))
6792 ERR("Failed to initialize shader buffer.\n");
6793 return 0;
6796 ENTER_GL();
6797 GL_EXTCALL(glGenProgramsARB(1, &shader));
6798 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6799 LEAVE_GL();
6800 if(!shader) {
6801 shader_buffer_free(&buffer);
6802 return 0;
6805 shader_addline(&buffer, "!!ARBfp1.0\n");
6806 shader_addline(&buffer, "TEMP index;\n");
6808 /* { 255/256, 0.5/255*255/256, 0, 0 } */
6809 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6811 /* The alpha-component contains the palette index */
6812 if(textype == GL_TEXTURE_RECTANGLE_ARB)
6813 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6814 else
6815 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6817 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6818 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6820 /* Use the alpha-component as an index in the palette to get the final color */
6821 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6822 shader_addline(&buffer, "END\n");
6824 ENTER_GL();
6825 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6826 strlen(buffer.buffer), buffer.buffer));
6827 checkGLcall("glProgramStringARB()");
6829 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6830 if (pos != -1)
6832 FIXME("Fragment program error at position %d: %s\n\n", pos,
6833 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6834 shader_arb_dump_program_source(buffer.buffer);
6837 if (textype == GL_TEXTURE_RECTANGLE_ARB)
6838 priv->p8_rect_shader = shader;
6839 else
6840 priv->p8_2d_shader = shader;
6842 shader_buffer_free(&buffer);
6843 LEAVE_GL();
6845 return shader;
6848 /* Context activation is done by the caller. */
6849 static void upload_palette(IWineD3DSurfaceImpl *surface)
6851 BYTE table[256][4];
6852 IWineD3DDeviceImpl *device = surface->resource.device;
6853 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6854 struct arbfp_blit_priv *priv = device->blit_priv;
6855 BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6857 d3dfmt_p8_init_palette(surface, table, colorkey);
6859 ENTER_GL();
6860 if (!priv->palette_texture)
6861 glGenTextures(1, &priv->palette_texture);
6863 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
6864 glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
6866 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
6868 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6869 /* Make sure we have discrete color levels. */
6870 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6871 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
6872 /* Upload the palette */
6873 /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6874 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
6876 /* Switch back to unit 0 in which the 2D texture will be stored. */
6877 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
6878 LEAVE_GL();
6881 /* Context activation is done by the caller. */
6882 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
6883 enum complex_fixup yuv_fixup, GLenum textype)
6885 GLenum shader;
6886 struct wined3d_shader_buffer buffer;
6887 char luminance_component;
6888 GLint pos;
6890 /* Shader header */
6891 if (!shader_buffer_init(&buffer))
6893 ERR("Failed to initialize shader buffer.\n");
6894 return 0;
6897 ENTER_GL();
6898 GL_EXTCALL(glGenProgramsARB(1, &shader));
6899 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6900 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6901 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6902 LEAVE_GL();
6903 if(!shader) {
6904 shader_buffer_free(&buffer);
6905 return 0;
6908 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6909 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6910 * two chroma(U and V) values. Each macropixel has two luminance values, one for
6911 * each single pixel it contains, and one U and one V value shared between both
6912 * pixels.
6914 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6915 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6916 * take the format into account when generating the read swizzles
6918 * Reading the Y value is straightforward - just sample the texture. The hardware
6919 * takes care of filtering in the horizontal and vertical direction.
6921 * Reading the U and V values is harder. We have to avoid filtering horizontally,
6922 * because that would mix the U and V values of one pixel or two adjacent pixels.
6923 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6924 * regardless of the filtering setting. Vertical filtering works automatically
6925 * though - the U and V values of two rows are mixed nicely.
6927 * Appart of avoiding filtering issues, the code has to know which value it just
6928 * read, and where it can find the other one. To determine this, it checks if
6929 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6931 * Handling horizontal filtering of U and V values requires reading a 2nd pair
6932 * of pixels, extracting U and V and mixing them. This is not implemented yet.
6934 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6935 * with width / 2. This way one read gives all 3 values, finding U and V is easy
6936 * in an unfiltered situation. Finding the luminance on the other hand requires
6937 * finding out if it is an odd or even pixel. The real drawback of this approach
6938 * is filtering. This would have to be emulated completely in the shader, reading
6939 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6940 * vertically. Beyond that it would require adjustments to the texture handling
6941 * code to deal with the width scaling
6943 shader_addline(&buffer, "!!ARBfp1.0\n");
6944 shader_addline(&buffer, "TEMP luminance;\n");
6945 shader_addline(&buffer, "TEMP temp;\n");
6946 shader_addline(&buffer, "TEMP chroma;\n");
6947 shader_addline(&buffer, "TEMP texcrd;\n");
6948 shader_addline(&buffer, "TEMP texcrd2;\n");
6949 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6950 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6951 shader_addline(&buffer, "PARAM size = program.local[0];\n");
6953 switch (yuv_fixup)
6955 case COMPLEX_FIXUP_UYVY:
6956 case COMPLEX_FIXUP_YUY2:
6957 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6959 shader_buffer_free(&buffer);
6960 return 0;
6962 break;
6964 case COMPLEX_FIXUP_YV12:
6965 if (!gen_yv12_read(&buffer, textype, &luminance_component))
6967 shader_buffer_free(&buffer);
6968 return 0;
6970 break;
6972 default:
6973 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6974 shader_buffer_free(&buffer);
6975 return 0;
6978 /* Calculate the final result. Formula is taken from
6979 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6980 * ranges from -0.5 to 0.5
6982 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6984 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6985 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6986 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6987 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6988 shader_addline(&buffer, "END\n");
6990 ENTER_GL();
6991 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6992 strlen(buffer.buffer), buffer.buffer));
6993 checkGLcall("glProgramStringARB()");
6995 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6996 if (pos != -1)
6998 FIXME("Fragment program error at position %d: %s\n\n", pos,
6999 debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7000 shader_arb_dump_program_source(buffer.buffer);
7002 else
7004 GLint native;
7006 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7007 checkGLcall("glGetProgramivARB()");
7008 if (!native) WARN("Program exceeds native resource limits.\n");
7011 shader_buffer_free(&buffer);
7012 LEAVE_GL();
7014 switch (yuv_fixup)
7016 case COMPLEX_FIXUP_YUY2:
7017 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7018 else priv->yuy2_2d_shader = shader;
7019 break;
7021 case COMPLEX_FIXUP_UYVY:
7022 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7023 else priv->uyvy_2d_shader = shader;
7024 break;
7026 case COMPLEX_FIXUP_YV12:
7027 if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7028 else priv->yv12_2d_shader = shader;
7029 break;
7030 default:
7031 ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7034 return shader;
7037 /* Context activation is done by the caller. */
7038 static HRESULT arbfp_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, IWineD3DSurfaceImpl *surface)
7040 GLenum shader;
7041 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7042 struct arbfp_blit_priv *priv = blit_priv;
7043 enum complex_fixup fixup;
7044 GLenum textype = surface->texture_target;
7046 if (!is_complex_fixup(surface->resource.format->color_fixup))
7048 TRACE("Fixup:\n");
7049 dump_color_fixup_desc(surface->resource.format->color_fixup);
7050 /* Don't bother setting up a shader for unconverted formats */
7051 ENTER_GL();
7052 glEnable(textype);
7053 checkGLcall("glEnable(textype)");
7054 LEAVE_GL();
7055 return WINED3D_OK;
7058 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7060 switch(fixup)
7062 case COMPLEX_FIXUP_YUY2:
7063 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7064 break;
7066 case COMPLEX_FIXUP_UYVY:
7067 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7068 break;
7070 case COMPLEX_FIXUP_YV12:
7071 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7072 break;
7074 case COMPLEX_FIXUP_P8:
7075 shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7076 if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7078 upload_palette(surface);
7079 break;
7081 default:
7082 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7083 ENTER_GL();
7084 glEnable(textype);
7085 checkGLcall("glEnable(textype)");
7086 LEAVE_GL();
7087 return E_NOTIMPL;
7090 if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7092 ENTER_GL();
7093 glEnable(GL_FRAGMENT_PROGRAM_ARB);
7094 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7095 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7096 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7097 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7098 checkGLcall("glProgramLocalParameter4fvARB");
7099 LEAVE_GL();
7101 return WINED3D_OK;
7104 /* Context activation is done by the caller. */
7105 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7107 ENTER_GL();
7108 glDisable(GL_FRAGMENT_PROGRAM_ARB);
7109 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7110 glDisable(GL_TEXTURE_2D);
7111 checkGLcall("glDisable(GL_TEXTURE_2D)");
7112 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7114 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7115 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7117 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7119 glDisable(GL_TEXTURE_RECTANGLE_ARB);
7120 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7122 LEAVE_GL();
7125 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
7126 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
7127 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
7129 enum complex_fixup src_fixup;
7131 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7132 return FALSE;
7134 if (blit_op != BLIT_OP_BLIT)
7136 TRACE("Unsupported blit_op=%d\n", blit_op);
7137 return FALSE;
7140 src_fixup = get_complex_fixup(src_format->color_fixup);
7141 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7143 TRACE("Checking support for fixup:\n");
7144 dump_color_fixup_desc(src_format->color_fixup);
7147 if (!is_identity_fixup(dst_format->color_fixup))
7149 TRACE("Destination fixups are not supported\n");
7150 return FALSE;
7153 if (is_identity_fixup(src_format->color_fixup))
7155 TRACE("[OK]\n");
7156 return TRUE;
7159 /* We only support YUV conversions. */
7160 if (!is_complex_fixup(src_format->color_fixup))
7162 TRACE("[FAILED]\n");
7163 return FALSE;
7166 switch(src_fixup)
7168 case COMPLEX_FIXUP_YUY2:
7169 case COMPLEX_FIXUP_UYVY:
7170 case COMPLEX_FIXUP_YV12:
7171 case COMPLEX_FIXUP_P8:
7172 TRACE("[OK]\n");
7173 return TRUE;
7175 default:
7176 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7177 TRACE("[FAILED]\n");
7178 return FALSE;
7182 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
7183 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
7184 DWORD Filter)
7186 IWineD3DSwapChainImpl *dst_swapchain;
7187 struct wined3d_context *context;
7188 RECT dst_rect = *dst_rect_in;
7190 /* Now load the surface */
7191 surface_internal_preload(src_surface, SRGB_RGB);
7193 /* Activate the destination context, set it up for blitting */
7194 context = context_acquire(device, dst_surface);
7195 context_apply_blit_state(context, device);
7197 if (!surface_is_offscreen(dst_surface))
7198 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7200 arbfp_blit_set(device->blit_priv, context->gl_info, src_surface);
7202 ENTER_GL();
7204 /* Draw a textured quad */
7205 draw_textured_quad(src_surface, src_rect, &dst_rect, Filter);
7207 LEAVE_GL();
7209 /* Leave the opengl state valid for blitting */
7210 arbfp_blit_unset(context->gl_info);
7212 dst_swapchain = dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7213 ? dst_surface->container.u.swapchain : NULL;
7214 if (wined3d_settings.strict_draw_ordering || (dst_swapchain
7215 && (dst_surface == dst_swapchain->front_buffer
7216 || dst_swapchain->num_contexts > 1)))
7217 wglFlush(); /* Flush to ensure ordering across contexts. */
7219 context_release(context);
7221 surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
7222 return WINED3D_OK;
7225 /* Do not call while under the GL lock. */
7226 static HRESULT arbfp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
7227 const RECT *dst_rect, const WINED3DCOLORVALUE *color)
7229 FIXME("Color filling not implemented by arbfp_blit\n");
7230 return WINED3DERR_INVALIDCALL;
7233 const struct blit_shader arbfp_blit = {
7234 arbfp_blit_alloc,
7235 arbfp_blit_free,
7236 arbfp_blit_set,
7237 arbfp_blit_unset,
7238 arbfp_blit_supported,
7239 arbfp_blit_color_fill