dbghelp: Fix compiler warnings with flag -Wunused-macros.
[wine.git] / dlls / wined3d / arb_program_shader.c
blobbc66c4a9aebf0234b858e1d3299156be84457fd0
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
33 #include <math.h>
34 #include <stdio.h>
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
44 return type == WINED3D_SHADER_TYPE_PIXEL;
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
49 return type == WINED3D_SHADER_TYPE_VERTEX;
52 /* Extract a line. Note that this modifies the source string. */
53 static char *get_line(char **ptr)
55 char *p, *q;
57 p = *ptr;
58 if (!(q = strstr(p, "\n")))
60 if (!*p) return NULL;
61 *ptr += strlen(p);
62 return p;
64 *q = '\0';
65 *ptr = q + 1;
67 return p;
70 static void shader_arb_dump_program_source(const char *source)
72 ULONG source_size;
73 char *ptr, *line, *tmp;
75 source_size = strlen(source) + 1;
76 tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
77 if (!tmp)
79 ERR("Failed to allocate %u bytes for shader source.\n", source_size);
80 return;
82 memcpy(tmp, source, source_size);
84 ptr = tmp;
85 while ((line = get_line(&ptr))) FIXME(" %s\n", line);
86 FIXME("\n");
88 HeapFree(GetProcessHeap(), 0, tmp);
91 enum arb_helper_value
93 ARB_ZERO,
94 ARB_ONE,
95 ARB_TWO,
96 ARB_0001,
97 ARB_EPS,
99 ARB_VS_REL_OFFSET
102 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
104 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
106 ERR("Geometry shaders are unsupported\n");
107 return "bad";
110 if (shader == WINED3D_SHADER_TYPE_PIXEL)
112 switch (value)
114 case ARB_ZERO: return "ps_helper_const.x";
115 case ARB_ONE: return "ps_helper_const.y";
116 case ARB_TWO: return "coefmul.x";
117 case ARB_0001: return "ps_helper_const.xxxy";
118 case ARB_EPS: return "ps_helper_const.z";
119 default: break;
122 else
124 switch (value)
126 case ARB_ZERO: return "helper_const.x";
127 case ARB_ONE: return "helper_const.y";
128 case ARB_TWO: return "helper_const.z";
129 case ARB_EPS: return "helper_const.w";
130 case ARB_0001: return "helper_const.xxxy";
131 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
134 FIXME("Unmanaged %s shader helper constant requested: %u\n",
135 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
136 switch (value)
138 case ARB_ZERO: return "0.0";
139 case ARB_ONE: return "1.0";
140 case ARB_TWO: return "2.0";
141 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
142 case ARB_EPS: return "1e-8";
143 default: return "bad";
147 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
149 return context->lowest_disabled_stage < 7;
152 /* ARB_program_shader private data */
154 struct control_frame
156 struct list entry;
157 enum
160 IFC,
161 LOOP,
163 } type;
164 BOOL muting;
165 BOOL outer_loop;
166 union
168 unsigned int loop;
169 unsigned int ifc;
170 } no;
171 struct wined3d_shader_loop_control loop_control;
172 BOOL had_else;
175 struct arb_ps_np2fixup_info
177 struct ps_np2fixup_info super;
178 /* For ARB we need an offset value:
179 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
180 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
181 * array we need an offset to the index inside the program local parameter array. */
182 UINT offset;
185 struct arb_ps_compile_args
187 struct ps_compile_args super;
188 WORD bools;
189 WORD clip; /* only a boolean, use a WORD for alignment */
190 unsigned char loop_ctrl[MAX_CONST_I][3];
193 struct stb_const_desc
195 unsigned char texunit;
196 UINT const_num;
199 struct arb_ps_compiled_shader
201 struct arb_ps_compile_args args;
202 struct arb_ps_np2fixup_info np2fixup_info;
203 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
204 struct stb_const_desc luminanceconst[MAX_TEXTURES];
205 UINT int_consts[MAX_CONST_I];
206 GLuint prgId;
207 UINT ycorrection;
208 unsigned char numbumpenvmatconsts;
209 char num_int_consts;
212 struct arb_vs_compile_args
214 struct vs_compile_args super;
215 union
217 struct
219 WORD bools;
220 unsigned char clip_texcoord;
221 unsigned char clipplane_mask;
222 } boolclip;
223 DWORD boolclip_compare;
224 } clip;
225 DWORD ps_signature;
226 union
228 unsigned char samplers[4];
229 DWORD samplers_compare;
230 } vertex;
231 unsigned char loop_ctrl[MAX_CONST_I][3];
234 struct arb_vs_compiled_shader
236 struct arb_vs_compile_args args;
237 GLuint prgId;
238 UINT int_consts[MAX_CONST_I];
239 char num_int_consts;
240 char need_color_unclamp;
241 UINT pos_fixup;
244 struct recorded_instruction
246 struct wined3d_shader_instruction ins;
247 struct list entry;
250 struct shader_arb_ctx_priv
252 char addr_reg[20];
253 enum
255 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
256 ARB,
257 /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
258 NV2,
259 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
261 } target_version;
263 const struct arb_vs_compile_args *cur_vs_args;
264 const struct arb_ps_compile_args *cur_ps_args;
265 const struct arb_ps_compiled_shader *compiled_fprog;
266 const struct arb_vs_compiled_shader *compiled_vprog;
267 struct arb_ps_np2fixup_info *cur_np2fixup_info;
268 struct list control_frames;
269 struct list record;
270 BOOL recording;
271 BOOL muted;
272 unsigned int num_loops, loop_depth, num_ifcs;
273 int aL;
274 BOOL ps_post_process;
276 unsigned int vs_clipplanes;
277 BOOL footer_written;
278 BOOL in_main_func;
280 /* For 3.0 vertex shaders */
281 const char *vs_output[MAX_REG_OUTPUT];
282 /* For 2.x and earlier vertex shaders */
283 const char *texcrd_output[8], *color_output[2], *fog_output;
285 /* 3.0 pshader input for compatibility with fixed function */
286 const char *ps_input[MAX_REG_INPUT];
289 struct ps_signature
291 struct wined3d_shader_signature_element *sig;
292 DWORD idx;
293 struct wine_rb_entry entry;
296 struct arb_pshader_private {
297 struct arb_ps_compiled_shader *gl_shaders;
298 UINT num_gl_shaders, shader_array_size;
299 DWORD input_signature_idx;
300 DWORD clipplane_emulation;
301 BOOL clamp_consts;
304 struct arb_vshader_private {
305 struct arb_vs_compiled_shader *gl_shaders;
306 UINT num_gl_shaders, shader_array_size;
307 UINT rel_offset;
310 struct shader_arb_priv
312 GLuint current_vprogram_id;
313 GLuint current_fprogram_id;
314 const struct arb_ps_compiled_shader *compiled_fprog;
315 const struct arb_vs_compiled_shader *compiled_vprog;
316 GLuint depth_blt_vprogram_id;
317 GLuint depth_blt_fprogram_id_full[tex_type_count];
318 GLuint depth_blt_fprogram_id_masked[tex_type_count];
319 BOOL use_arbfp_fixed_func;
320 struct wine_rb_tree fragment_shaders;
321 BOOL last_ps_const_clamped;
322 BOOL last_vs_color_unclamp;
324 struct wine_rb_tree signature_tree;
325 DWORD ps_sig_number;
327 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
328 char *vshader_const_dirty, *pshader_const_dirty;
329 const struct wined3d_context *last_context;
331 const struct wined3d_vertex_pipe_ops *vertex_pipe;
332 const struct fragment_pipeline *fragment_pipe;
333 BOOL ffp_proj_control;
336 /* Context activation for state handlers is done by the caller. */
338 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
339 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
341 if (shader_data->rel_offset) return TRUE;
342 if (!reg_maps->usesmova) return FALSE;
343 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
346 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
347 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
349 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
350 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
353 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
354 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
356 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
357 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
358 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
359 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
360 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
361 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
362 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
363 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
364 return FALSE;
367 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
368 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
370 unsigned int ret = 1;
371 /* We use one PARAM for the pos fixup, and in some cases one to load
372 * some immediate values into the shader. */
373 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
374 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
375 return ret;
378 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
379 * When constant_list == NULL, it will load all the constants.
381 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
382 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
384 /* Context activation is done by the caller. */
385 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
386 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
387 const float *constants, char *dirty_consts)
389 struct wined3d_shader_lconst *lconst;
390 DWORD i, j;
391 unsigned int ret;
393 if (TRACE_ON(d3d_constants))
395 for(i = 0; i < max_constants; i++) {
396 if(!dirty_consts[i]) continue;
397 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
398 constants[i * 4 + 0], constants[i * 4 + 1],
399 constants[i * 4 + 2], constants[i * 4 + 3]);
403 i = 0;
405 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
406 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
408 float lcl_const[4];
409 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
410 * shaders, the first 8 constants are marked dirty for reload
412 for(; i < min(8, max_constants); i++) {
413 if(!dirty_consts[i]) continue;
414 dirty_consts[i] = 0;
416 j = 4 * i;
417 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
418 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
419 else lcl_const[0] = constants[j + 0];
421 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
422 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
423 else lcl_const[1] = constants[j + 1];
425 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
426 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
427 else lcl_const[2] = constants[j + 2];
429 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
430 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
431 else lcl_const[3] = constants[j + 3];
433 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
436 /* If further constants are dirty, reload them without clamping.
438 * The alternative is not to touch them, but then we cannot reset the dirty constant count
439 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
440 * above would always re-check the first 8 constants since max_constant remains at the init
441 * value
445 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
447 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
448 * or just reloading *all* constants at once
450 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
452 for(; i < max_constants; i++) {
453 if(!dirty_consts[i]) continue;
455 /* Find the next block of dirty constants */
456 dirty_consts[i] = 0;
457 j = i;
458 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
459 dirty_consts[i] = 0;
462 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
464 } else {
465 for(; i < max_constants; i++) {
466 if(dirty_consts[i]) {
467 dirty_consts[i] = 0;
468 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
472 checkGLcall("glProgramEnvParameter4fvARB()");
474 /* Load immediate constants */
475 if (shader->load_local_constsF)
477 if (TRACE_ON(d3d_shader))
479 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
481 GLfloat* values = (GLfloat*)lconst->value;
482 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
483 values[0], values[1], values[2], values[3]);
486 /* Immediate constants are clamped for 1.X shaders at loading times */
487 ret = 0;
488 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
490 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
491 ret = max(ret, lconst->idx + 1);
492 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
494 checkGLcall("glProgramEnvParameter4fvARB()");
495 return ret; /* The loaded immediate constants need reloading for the next shader */
496 } else {
497 return 0; /* No constants are dirty now */
501 /* Loads the texture dimensions for NP2 fixup into the currently set
502 * ARB_[vertex/fragment]_programs. */
503 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
504 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
506 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
507 WORD active = fixup->super.active;
508 UINT i;
510 if (!active)
511 return;
513 for (i = 0; active; active >>= 1, ++i)
515 const struct wined3d_texture *tex = state->textures[i];
516 unsigned char idx = fixup->super.idx[i];
517 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
519 if (!(active & 1))
520 continue;
522 if (!tex)
524 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
525 continue;
528 if (idx % 2)
530 tex_dim[2] = tex->pow2_matrix[0];
531 tex_dim[3] = tex->pow2_matrix[5];
533 else
535 tex_dim[0] = tex->pow2_matrix[0];
536 tex_dim[1] = tex->pow2_matrix[5];
540 for (i = 0; i < fixup->super.num_consts; ++i)
542 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
543 fixup->offset + i, &np2fixup_constants[i * 4]));
547 /* Context activation is done by the caller. */
548 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
549 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
551 const struct wined3d_gl_info *gl_info = context->gl_info;
552 unsigned char i;
554 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
556 int texunit = gl_shader->bumpenvmatconst[i].texunit;
558 /* The state manager takes care that this function is always called if the bump env matrix changes */
559 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
560 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
561 gl_shader->bumpenvmatconst[i].const_num, data));
563 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
565 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
566 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
567 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
568 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
570 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
571 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
572 gl_shader->luminanceconst[i].const_num, scale));
575 checkGLcall("Load bumpmap consts");
577 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
579 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
580 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
581 * ycorrection.z: 1.0
582 * ycorrection.w: 0.0
584 float val[4];
585 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
586 val[1] = context->render_offscreen ? 1.0f : -1.0f;
587 val[2] = 1.0f;
588 val[3] = 0.0f;
589 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
590 checkGLcall("y correction loading");
593 if (!gl_shader->num_int_consts) return;
595 for(i = 0; i < MAX_CONST_I; i++)
597 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
599 float val[4];
600 val[0] = (float)state->ps_consts_i[4 * i];
601 val[1] = (float)state->ps_consts_i[4 * i + 1];
602 val[2] = (float)state->ps_consts_i[4 * i + 2];
603 val[3] = -1.0f;
605 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
608 checkGLcall("Load ps int consts");
611 /* Context activation is done by the caller. */
612 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
613 const struct wined3d_context *context, const struct wined3d_state *state)
615 const struct wined3d_gl_info *gl_info = context->gl_info;
616 float position_fixup[4];
617 unsigned char i;
619 /* Upload the position fixup */
620 shader_get_position_fixup(context, state, position_fixup);
621 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
623 if (!gl_shader->num_int_consts) return;
625 for(i = 0; i < MAX_CONST_I; i++)
627 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
629 float val[4];
630 val[0] = (float)state->vs_consts_i[4 * i];
631 val[1] = (float)state->vs_consts_i[4 * i + 1];
632 val[2] = (float)state->vs_consts_i[4 * i + 2];
633 val[3] = -1.0f;
635 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
638 checkGLcall("Load vs int consts");
641 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
642 const struct wined3d_state *state);
645 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
647 * We only support float constants in ARB at the moment, so don't
648 * worry about the Integers or Booleans
650 /* Context activation is done by the caller (state handler). */
651 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
652 struct wined3d_context *context, const struct wined3d_state *state,
653 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
655 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
656 const struct wined3d_gl_info *gl_info = context->gl_info;
658 if (!from_shader_select)
660 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
661 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
663 if (vshader
664 && (vshader->reg_maps.boolean_constants
665 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
666 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
668 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
669 shader_arb_select(priv, context, state);
671 else if (pshader
672 && (pshader->reg_maps.boolean_constants
673 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
674 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
676 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
677 shader_arb_select(priv, context, state);
681 if (context != priv->last_context)
683 memset(priv->vshader_const_dirty, 1,
684 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
685 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
687 memset(priv->pshader_const_dirty, 1,
688 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
689 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
691 priv->last_context = context;
694 if (useVertexShader)
696 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
697 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
699 /* Load DirectX 9 float constants for vertex shader */
700 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
701 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
702 shader_arb_vs_local_constants(gl_shader, context, state);
705 if (usePixelShader)
707 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
708 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
709 UINT rt_height = state->fb->render_targets[0]->height;
711 /* Load DirectX 9 float constants for pixel shader */
712 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
713 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
714 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
716 if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
717 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
721 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
722 const struct wined3d_state *state)
724 BOOL vs = use_vs(state);
725 BOOL ps = use_ps(state);
727 shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
730 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
732 struct wined3d_context *context = context_get_current();
733 struct shader_arb_priv *priv = device->shader_priv;
734 unsigned int i;
736 for (i = 0; i < device->context_count; ++i)
738 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
741 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
742 * context. On a context switch the old context will be fully dirtified */
743 if (!context || context->swapchain->device != device) return;
745 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
746 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
749 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
751 struct wined3d_context *context = context_get_current();
752 struct shader_arb_priv *priv = device->shader_priv;
753 unsigned int i;
755 for (i = 0; i < device->context_count; ++i)
757 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
760 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
761 * context. On a context switch the old context will be fully dirtified */
762 if (!context || context->swapchain->device != device) return;
764 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
765 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
768 static void shader_arb_append_imm_vec4(struct wined3d_shader_buffer *buffer, const float *values)
770 char str[4][17];
772 wined3d_ftoa(values[0], str[0]);
773 wined3d_ftoa(values[1], str[1]);
774 wined3d_ftoa(values[2], str[2]);
775 wined3d_ftoa(values[3], str[3]);
776 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
779 /* Generate the variable & register declarations for the ARB_vertex_program output target */
780 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
781 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
782 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
783 const struct shader_arb_ctx_priv *ctx)
785 DWORD i;
786 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
787 const struct wined3d_shader_lconst *lconst;
788 unsigned max_constantsF;
789 DWORD map;
791 /* In pixel shaders, all private constants are program local, we don't need anything
792 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
793 * If we need a private constant the GL implementation will squeeze it in somewhere
795 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
796 * immediate values. The posFixup is loaded using program.env for now, so always
797 * subtract one from the number of constants. If the shader uses indirect addressing,
798 * account for the helper const too because we have to declare all available d3d constants
799 * and don't know which are actually used.
801 if (pshader)
803 max_constantsF = gl_info->limits.arb_ps_native_constants;
804 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
805 if (max_constantsF < 24)
806 max_constantsF = gl_info->limits.arb_ps_float_constants;
808 else
810 const struct arb_vshader_private *shader_data = shader->backend_data;
811 max_constantsF = gl_info->limits.arb_vs_native_constants;
812 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
813 * Also prevents max_constantsF from becoming less than 0 and
814 * wrapping . */
815 if (max_constantsF < 96)
816 max_constantsF = gl_info->limits.arb_vs_float_constants;
818 if (reg_maps->usesrelconstF)
820 DWORD highest_constf = 0, clip_limit;
822 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
823 max_constantsF -= count_bits(reg_maps->integer_constants);
824 max_constantsF -= gl_info->reserved_arb_constants;
826 for (i = 0; i < shader->limits->constant_float; ++i)
828 DWORD idx = i >> 5;
829 DWORD shift = i & 0x1f;
830 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
833 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
835 if(ctx->cur_vs_args->super.clip_enabled)
836 clip_limit = gl_info->limits.clipplanes;
837 else
838 clip_limit = 0;
840 else
842 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
843 clip_limit = min(count_bits(mask), 4);
845 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
846 max_constantsF -= *num_clipplanes;
847 if(*num_clipplanes < clip_limit)
849 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
852 else
854 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
855 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
859 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
861 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
864 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
866 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
869 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
871 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
873 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
877 if (!shader->load_local_constsF)
879 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
881 const float *value;
882 value = (const float *)lconst->value;
883 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
884 shader_arb_append_imm_vec4(buffer, value);
885 shader_addline(buffer, ";\n");
889 /* After subtracting privately used constants from the hardware limit(they are loaded as
890 * local constants), make sure the shader doesn't violate the env constant limit
892 if(pshader)
894 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
896 else
898 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
901 /* Avoid declaring more constants than needed */
902 max_constantsF = min(max_constantsF, shader->limits->constant_float);
904 /* we use the array-based constants array if the local constants are marked for loading,
905 * because then we use indirect addressing, or when the local constant list is empty,
906 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
907 * local constants do not declare the loaded constants as an array because ARB compilers usually
908 * do not optimize unused constants away
910 if (reg_maps->usesrelconstF)
912 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
913 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
914 max_constantsF, max_constantsF - 1);
915 } else {
916 for(i = 0; i < max_constantsF; i++) {
917 DWORD idx, mask;
918 idx = i >> 5;
919 mask = 1 << (i & 0x1f);
920 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
922 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
928 static const char * const shift_tab[] = {
929 "dummy", /* 0 (none) */
930 "coefmul.x", /* 1 (x2) */
931 "coefmul.y", /* 2 (x4) */
932 "coefmul.z", /* 3 (x8) */
933 "coefmul.w", /* 4 (x16) */
934 "dummy", /* 5 (x32) */
935 "dummy", /* 6 (x64) */
936 "dummy", /* 7 (x128) */
937 "dummy", /* 8 (d256) */
938 "dummy", /* 9 (d128) */
939 "dummy", /* 10 (d64) */
940 "dummy", /* 11 (d32) */
941 "coefdiv.w", /* 12 (d16) */
942 "coefdiv.z", /* 13 (d8) */
943 "coefdiv.y", /* 14 (d4) */
944 "coefdiv.x" /* 15 (d2) */
947 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
948 const struct wined3d_shader_dst_param *dst, char *write_mask)
950 char *ptr = write_mask;
952 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
954 *ptr++ = '.';
955 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
956 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
957 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
958 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
961 *ptr = '\0';
964 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
966 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
967 * but addressed as "rgba". To fix this we need to swap the register's x
968 * and z components. */
969 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
970 char *ptr = swizzle_str;
972 /* swizzle bits fields: wwzzyyxx */
973 DWORD swizzle = param->swizzle;
974 DWORD swizzle_x = swizzle & 0x03;
975 DWORD swizzle_y = (swizzle >> 2) & 0x03;
976 DWORD swizzle_z = (swizzle >> 4) & 0x03;
977 DWORD swizzle_w = (swizzle >> 6) & 0x03;
979 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
980 * generate a swizzle string. Unless we need to our own swizzling. */
981 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
983 *ptr++ = '.';
984 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
985 *ptr++ = swizzle_chars[swizzle_x];
986 } else {
987 *ptr++ = swizzle_chars[swizzle_x];
988 *ptr++ = swizzle_chars[swizzle_y];
989 *ptr++ = swizzle_chars[swizzle_z];
990 *ptr++ = swizzle_chars[swizzle_w];
994 *ptr = '\0';
997 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
999 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1000 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1002 if (!strcmp(priv->addr_reg, src)) return;
1004 strcpy(priv->addr_reg, src);
1005 shader_addline(buffer, "ARL A0.x, %s;\n", src);
1008 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1009 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
1011 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1012 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1014 /* oPos, oFog and oPts in D3D */
1015 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1016 const struct wined3d_shader *shader = ins->ctx->shader;
1017 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1018 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1019 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1021 *is_color = FALSE;
1023 switch (reg->type)
1025 case WINED3DSPR_TEMP:
1026 sprintf(register_name, "R%u", reg->idx[0].offset);
1027 break;
1029 case WINED3DSPR_INPUT:
1030 if (pshader)
1032 if (reg_maps->shader_version.major < 3)
1034 if (!reg->idx[0].offset)
1035 strcpy(register_name, "fragment.color.primary");
1036 else
1037 strcpy(register_name, "fragment.color.secondary");
1039 else
1041 if (reg->idx[0].rel_addr)
1043 char rel_reg[50];
1044 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1046 if (!strcmp(rel_reg, "**aL_emul**"))
1048 DWORD idx = ctx->aL + reg->idx[0].offset;
1049 if(idx < MAX_REG_INPUT)
1051 strcpy(register_name, ctx->ps_input[idx]);
1053 else
1055 ERR("Pixel shader input register out of bounds: %u\n", idx);
1056 sprintf(register_name, "out_of_bounds_%u", idx);
1059 else if (reg_maps->input_registers & 0x0300)
1061 /* There are two ways basically:
1063 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1064 * That means trouble if the loop also contains a breakc or if the control values
1065 * aren't local constants.
1066 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1067 * source dynamically. The trouble is that we cannot simply read aL.y because it
1068 * is an ADDRESS register. We could however push it, load .zw with a value and use
1069 * ADAC to load the condition code register and pop it again afterwards
1071 FIXME("Relative input register addressing with more than 8 registers\n");
1073 /* This is better than nothing for now */
1074 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1076 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1078 /* This is problematic because we'd have to consult the ctx->ps_input strings
1079 * for where to find the varying. Some may be "0.0", others can be texcoords or
1080 * colors. This needs either a pipeline replacement to make the vertex shader feed
1081 * proper varyings, or loop unrolling
1083 * For now use the texcoords and hope for the best
1085 FIXME("Non-vertex shader varying input with indirect addressing\n");
1086 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1088 else
1090 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1091 * pulls GL_NV_fragment_program2 in
1093 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1096 else
1098 if (reg->idx[0].offset < MAX_REG_INPUT)
1100 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1102 else
1104 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1105 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1110 else
1112 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
1113 *is_color = TRUE;
1114 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1116 break;
1118 case WINED3DSPR_CONST:
1119 if (!pshader && reg->idx[0].rel_addr)
1121 const struct arb_vshader_private *shader_data = shader->backend_data;
1122 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1123 BOOL aL = FALSE;
1124 char rel_reg[50];
1125 if (reg_maps->shader_version.major < 2)
1127 sprintf(rel_reg, "A0.x");
1129 else
1131 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1132 if (ctx->target_version == ARB)
1134 if (!strcmp(rel_reg, "**aL_emul**"))
1136 aL = TRUE;
1137 } else {
1138 shader_arb_request_a0(ins, rel_reg);
1139 sprintf(rel_reg, "A0.x");
1143 if (aL)
1144 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1145 else if (reg->idx[0].offset >= rel_offset)
1146 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1147 else
1148 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1150 else
1152 if (reg_maps->usesrelconstF)
1153 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1154 else
1155 sprintf(register_name, "C%u", reg->idx[0].offset);
1157 break;
1159 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1160 if (pshader)
1162 if (reg_maps->shader_version.major == 1
1163 && reg_maps->shader_version.minor <= 3)
1164 /* In ps <= 1.3, Tx is a temporary register as destination
1165 * to all instructions, and as source to most instructions.
1166 * For some instructions it is the texcoord input. Those
1167 * instructions know about the special use. */
1168 sprintf(register_name, "T%u", reg->idx[0].offset);
1169 else
1170 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1171 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1173 else
1175 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1176 sprintf(register_name, "A%u", reg->idx[0].offset);
1177 else
1178 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1180 break;
1182 case WINED3DSPR_COLOROUT:
1183 if (ctx->ps_post_process && !reg->idx[0].offset)
1185 strcpy(register_name, "TMP_COLOR");
1187 else
1189 if (ctx->cur_ps_args->super.srgb_correction)
1190 FIXME("sRGB correction on higher render targets.\n");
1191 if (reg_maps->rt_mask > 1)
1192 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1193 else
1194 strcpy(register_name, "result.color");
1196 break;
1198 case WINED3DSPR_RASTOUT:
1199 if (reg->idx[0].offset == 1)
1200 sprintf(register_name, "%s", ctx->fog_output);
1201 else
1202 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1203 break;
1205 case WINED3DSPR_DEPTHOUT:
1206 strcpy(register_name, "result.depth");
1207 break;
1209 case WINED3DSPR_ATTROUT:
1210 /* case WINED3DSPR_OUTPUT: */
1211 if (pshader)
1212 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1213 else
1214 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1215 break;
1217 case WINED3DSPR_TEXCRDOUT:
1218 if (pshader)
1219 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1220 else if (reg_maps->shader_version.major < 3)
1221 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1222 else
1223 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1224 break;
1226 case WINED3DSPR_LOOP:
1227 if(ctx->target_version >= NV2)
1229 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1230 if(pshader) sprintf(register_name, "A0.x");
1231 else sprintf(register_name, "aL.y");
1233 else
1235 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1236 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1237 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1238 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1239 * indexing
1241 sprintf(register_name, "**aL_emul**");
1244 break;
1246 case WINED3DSPR_CONSTINT:
1247 sprintf(register_name, "I%u", reg->idx[0].offset);
1248 break;
1250 case WINED3DSPR_MISCTYPE:
1251 if (!reg->idx[0].offset)
1252 sprintf(register_name, "vpos");
1253 else if (reg->idx[0].offset == 1)
1254 sprintf(register_name, "fragment.facing.x");
1255 else
1256 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1257 break;
1259 default:
1260 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1261 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1262 break;
1266 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1267 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1269 char register_name[255];
1270 char write_mask[6];
1271 BOOL is_color;
1273 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1274 strcpy(str, register_name);
1276 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1277 strcat(str, write_mask);
1280 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1282 switch(channel_source)
1284 case CHANNEL_SOURCE_ZERO: return "0";
1285 case CHANNEL_SOURCE_ONE: return "1";
1286 case CHANNEL_SOURCE_X: return "x";
1287 case CHANNEL_SOURCE_Y: return "y";
1288 case CHANNEL_SOURCE_Z: return "z";
1289 case CHANNEL_SOURCE_W: return "w";
1290 default:
1291 FIXME("Unhandled channel source %#x\n", channel_source);
1292 return "undefined";
1296 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1297 DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1299 DWORD mask;
1301 if (is_complex_fixup(fixup))
1303 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1304 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1305 return;
1308 mask = 0;
1309 if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1310 if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1311 if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1312 if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1313 mask &= dst_mask;
1315 if (mask)
1317 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1318 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1319 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1322 mask = 0;
1323 if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1324 if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1325 if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1326 if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1327 mask &= dst_mask;
1329 if (mask)
1331 char reg_mask[6];
1332 char *ptr = reg_mask;
1334 if (mask != WINED3DSP_WRITEMASK_ALL)
1336 *ptr++ = '.';
1337 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1338 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1339 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1340 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1342 *ptr = '\0';
1344 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1348 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1350 DWORD mod;
1351 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1352 if (!ins->dst_count) return "";
1354 mod = ins->dst[0].modifiers;
1356 /* Silently ignore PARTIALPRECISION if its not supported */
1357 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1359 if(mod & WINED3DSPDM_MSAMPCENTROID)
1361 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1362 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1365 switch(mod)
1367 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1368 return "H_SAT";
1370 case WINED3DSPDM_SATURATE:
1371 return "_SAT";
1373 case WINED3DSPDM_PARTIALPRECISION:
1374 return "H";
1376 case 0:
1377 return "";
1379 default:
1380 FIXME("Unknown modifiers 0x%08x\n", mod);
1381 return "";
1385 #define TEX_PROJ 0x1
1386 #define TEX_BIAS 0x2
1387 #define TEX_LOD 0x4
1388 #define TEX_DERIV 0x10
1390 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1391 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1393 enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1394 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1395 const char *tex_type;
1396 BOOL np2_fixup = FALSE;
1397 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1398 const char *mod;
1399 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1400 const struct wined3d_shader *shader;
1401 const struct wined3d_device *device;
1402 const struct wined3d_gl_info *gl_info;
1404 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1405 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1407 switch (resource_type)
1409 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1410 tex_type = "1D";
1411 break;
1413 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1414 shader = ins->ctx->shader;
1415 device = shader->device;
1416 gl_info = &device->adapter->gl_info;
1418 if (pshader && priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx)
1419 && gl_info->supported[ARB_TEXTURE_RECTANGLE])
1420 tex_type = "RECT";
1421 else
1422 tex_type = "2D";
1423 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1425 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1427 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1428 else np2_fixup = TRUE;
1431 break;
1433 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1434 tex_type = "3D";
1435 break;
1437 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1438 tex_type = "CUBE";
1439 break;
1441 default:
1442 ERR("Unexpected resource type %#x.\n", resource_type);
1443 tex_type = "";
1446 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1447 * so don't use shader_arb_get_modifier
1449 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1450 else mod = "";
1452 /* Fragment samplers always have indentity mapping */
1453 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1455 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1458 if (flags & TEX_DERIV)
1460 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1461 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1462 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1463 dsx, dsy,sampler_idx, tex_type);
1465 else if(flags & TEX_LOD)
1467 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1468 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1469 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1470 sampler_idx, tex_type);
1472 else if (flags & TEX_BIAS)
1474 /* Shouldn't be possible, but let's check for it */
1475 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1476 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1477 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1479 else if (flags & TEX_PROJ)
1481 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1483 else
1485 if (np2_fixup)
1487 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1488 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1489 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1491 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1493 else
1494 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1497 if (pshader)
1499 gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1500 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1501 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1502 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1506 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1507 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1509 /* Generate a line that does the input modifier computation and return the input register to use */
1510 BOOL is_color = FALSE, insert_line;
1511 char regstr[256];
1512 char swzstr[20];
1513 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1514 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1515 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1516 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1518 /* Assume a new line will be added */
1519 insert_line = TRUE;
1521 /* Get register name */
1522 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1523 shader_arb_get_swizzle(src, is_color, swzstr);
1525 switch (src->modifiers)
1527 case WINED3DSPSM_NONE:
1528 sprintf(outregstr, "%s%s", regstr, swzstr);
1529 insert_line = FALSE;
1530 break;
1531 case WINED3DSPSM_NEG:
1532 sprintf(outregstr, "-%s%s", regstr, swzstr);
1533 insert_line = FALSE;
1534 break;
1535 case WINED3DSPSM_BIAS:
1536 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1537 break;
1538 case WINED3DSPSM_BIASNEG:
1539 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1540 break;
1541 case WINED3DSPSM_SIGN:
1542 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1543 break;
1544 case WINED3DSPSM_SIGNNEG:
1545 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1546 break;
1547 case WINED3DSPSM_COMP:
1548 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1549 break;
1550 case WINED3DSPSM_X2:
1551 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1552 break;
1553 case WINED3DSPSM_X2NEG:
1554 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1555 break;
1556 case WINED3DSPSM_DZ:
1557 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1558 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1559 break;
1560 case WINED3DSPSM_DW:
1561 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1562 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1563 break;
1564 case WINED3DSPSM_ABS:
1565 if(ctx->target_version >= NV2) {
1566 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1567 insert_line = FALSE;
1568 } else {
1569 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1571 break;
1572 case WINED3DSPSM_ABSNEG:
1573 if(ctx->target_version >= NV2) {
1574 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1575 } else {
1576 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1577 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1579 insert_line = FALSE;
1580 break;
1581 default:
1582 sprintf(outregstr, "%s%s", regstr, swzstr);
1583 insert_line = FALSE;
1586 /* Return modified or original register, with swizzle */
1587 if (insert_line)
1588 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1591 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1593 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1594 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1595 DWORD sampler_code = dst->reg.idx[0].offset;
1596 char dst_name[50];
1597 char src_name[2][50];
1599 shader_arb_get_dst_param(ins, dst, dst_name);
1601 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1603 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1604 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1605 * temps is done.
1607 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1608 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1609 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1610 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1611 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1613 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1614 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1617 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1619 *extra_char = ' ';
1620 switch(mod)
1622 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1623 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1624 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1625 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1626 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1627 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1628 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1629 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1630 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1631 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1632 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1633 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1634 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1636 FIXME("Unknown modifier %u\n", mod);
1637 return mod;
1640 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1642 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1643 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1644 char dst_name[50];
1645 char src_name[3][50];
1646 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1647 ins->ctx->reg_maps->shader_version.minor);
1649 shader_arb_get_dst_param(ins, dst, dst_name);
1650 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1652 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1653 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1655 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1657 else
1659 struct wined3d_shader_src_param src0_copy = ins->src[0];
1660 char extra_neg;
1662 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1663 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1665 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1666 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1667 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1668 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1669 dst_name, src_name[1], src_name[2]);
1673 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1675 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1676 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1677 char dst_name[50];
1678 char src_name[3][50];
1680 shader_arb_get_dst_param(ins, dst, dst_name);
1682 /* Generate input register names (with modifiers) */
1683 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1684 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1685 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1687 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1688 dst_name, src_name[0], src_name[2], src_name[1]);
1691 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1692 * dst = dot2(src0, src1) + src2 */
1693 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1695 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1696 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1697 char dst_name[50];
1698 char src_name[3][50];
1699 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1701 shader_arb_get_dst_param(ins, dst, dst_name);
1702 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1703 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1705 if(ctx->target_version >= NV3)
1707 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1708 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1709 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1710 dst_name, src_name[0], src_name[1], src_name[2]);
1712 else if(ctx->target_version >= NV2)
1714 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1715 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1716 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1717 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1719 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1721 * .xyxy and other swizzles that we could get with this are not valid in
1722 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1724 struct wined3d_shader_src_param tmp_param = ins->src[1];
1725 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1726 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1728 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1730 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1731 dst_name, src_name[2], src_name[0], src_name[1]);
1733 else
1735 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1736 /* 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]
1737 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1739 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1740 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1741 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1742 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1746 /* Map the opcode 1-to-1 to the GL code */
1747 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1749 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1750 const char *instruction;
1751 char arguments[256], dst_str[50];
1752 unsigned int i;
1753 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1755 switch (ins->handler_idx)
1757 case WINED3DSIH_ABS: instruction = "ABS"; break;
1758 case WINED3DSIH_ADD: instruction = "ADD"; break;
1759 case WINED3DSIH_CRS: instruction = "XPD"; break;
1760 case WINED3DSIH_DP3: instruction = "DP3"; break;
1761 case WINED3DSIH_DP4: instruction = "DP4"; break;
1762 case WINED3DSIH_DST: instruction = "DST"; break;
1763 case WINED3DSIH_FRC: instruction = "FRC"; break;
1764 case WINED3DSIH_LIT: instruction = "LIT"; break;
1765 case WINED3DSIH_LRP: instruction = "LRP"; break;
1766 case WINED3DSIH_MAD: instruction = "MAD"; break;
1767 case WINED3DSIH_MAX: instruction = "MAX"; break;
1768 case WINED3DSIH_MIN: instruction = "MIN"; break;
1769 case WINED3DSIH_MOV: instruction = "MOV"; break;
1770 case WINED3DSIH_MUL: instruction = "MUL"; break;
1771 case WINED3DSIH_SGE: instruction = "SGE"; break;
1772 case WINED3DSIH_SLT: instruction = "SLT"; break;
1773 case WINED3DSIH_SUB: instruction = "SUB"; break;
1774 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1775 case WINED3DSIH_DSX: instruction = "DDX"; break;
1776 default: instruction = "";
1777 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1778 break;
1781 /* Note that shader_arb_add_dst_param() adds spaces. */
1782 arguments[0] = '\0';
1783 shader_arb_get_dst_param(ins, dst, dst_str);
1784 for (i = 0; i < ins->src_count; ++i)
1786 char operand[100];
1787 strcat(arguments, ", ");
1788 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1789 strcat(arguments, operand);
1791 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1794 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1796 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1798 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1801 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1803 const struct wined3d_shader *shader = ins->ctx->shader;
1804 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1805 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1806 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1807 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1808 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1809 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1811 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1812 char src0_param[256];
1814 if (ins->handler_idx == WINED3DSIH_MOVA)
1816 const struct arb_vshader_private *shader_data = shader->backend_data;
1817 char write_mask[6];
1818 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1820 if(ctx->target_version >= NV2) {
1821 shader_hw_map2gl(ins);
1822 return;
1824 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1825 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1827 /* This implements the mova formula used in GLSL. The first two instructions
1828 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1829 * in this case:
1830 * mova A0.x, 0.0
1832 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1834 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1835 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1837 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1838 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1840 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1841 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1842 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1843 if (shader_data->rel_offset)
1845 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1847 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1849 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1851 else if (reg_maps->shader_version.major == 1
1852 && !shader_is_pshader_version(reg_maps->shader_version.type)
1853 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1855 const struct arb_vshader_private *shader_data = shader->backend_data;
1856 src0_param[0] = '\0';
1858 if (shader_data->rel_offset && ctx->target_version == ARB)
1860 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1861 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1862 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1863 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1865 else
1867 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1868 * with more than one component. Thus replicate the first source argument over all
1869 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1870 struct wined3d_shader_src_param tmp_src = ins->src[0];
1871 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1872 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1873 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1876 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1878 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1880 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1881 return;
1883 shader_hw_map2gl(ins);
1885 else
1887 shader_hw_map2gl(ins);
1891 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1893 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1894 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1895 char reg_dest[40];
1897 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1898 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1900 shader_arb_get_dst_param(ins, dst, reg_dest);
1902 if (ins->ctx->reg_maps->shader_version.major >= 2)
1904 const char *kilsrc = "TA";
1905 BOOL is_color;
1907 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1908 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1910 kilsrc = reg_dest;
1912 else
1914 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1915 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1916 * masked out components to 0(won't kill)
1918 char x = '0', y = '0', z = '0', w = '0';
1919 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1920 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1921 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1922 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1923 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1925 shader_addline(buffer, "KIL %s;\n", kilsrc);
1927 else
1929 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1930 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1932 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1933 * or pass in any temporary register(in shader phase 2)
1935 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1936 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1937 else
1938 shader_arb_get_dst_param(ins, dst, reg_dest);
1939 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1940 shader_addline(buffer, "KIL TA;\n");
1944 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1946 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1947 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1948 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1949 ins->ctx->reg_maps->shader_version.minor);
1950 struct wined3d_shader_src_param src;
1952 char reg_dest[40];
1953 char reg_coord[40];
1954 DWORD reg_sampler_code;
1955 WORD myflags = 0;
1956 BOOL swizzle_coord = FALSE;
1958 /* All versions have a destination register */
1959 shader_arb_get_dst_param(ins, dst, reg_dest);
1961 /* 1.0-1.4: Use destination register number as texture code.
1962 2.0+: Use provided sampler number as texure code. */
1963 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1964 reg_sampler_code = dst->reg.idx[0].offset;
1965 else
1966 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1968 /* 1.0-1.3: Use the texcoord varying.
1969 1.4+: Use provided coordinate source register. */
1970 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1971 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1972 else {
1973 /* TEX is the only instruction that can handle DW and DZ natively */
1974 src = ins->src[0];
1975 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1976 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1977 shader_arb_get_src_param(ins, &src, 0, reg_coord);
1980 /* projection flag:
1981 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1982 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1983 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1985 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1987 DWORD flags = 0;
1988 if (reg_sampler_code < MAX_TEXTURES)
1989 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1990 if (flags & WINED3D_PSARGS_PROJECTED)
1992 myflags |= TEX_PROJ;
1993 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1994 swizzle_coord = TRUE;
1997 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1999 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2000 if (src_mod == WINED3DSPSM_DZ)
2002 swizzle_coord = TRUE;
2003 myflags |= TEX_PROJ;
2004 } else if(src_mod == WINED3DSPSM_DW) {
2005 myflags |= TEX_PROJ;
2007 } else {
2008 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2009 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2012 if (swizzle_coord)
2014 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2015 * reg_coord is a read-only varying register, so we need a temp reg */
2016 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2017 strcpy(reg_coord, "TA");
2020 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2023 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2025 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2026 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2027 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2028 ins->ctx->reg_maps->shader_version.minor);
2029 char dst_str[50];
2031 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2033 DWORD reg = dst->reg.idx[0].offset;
2035 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2036 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2037 } else {
2038 char reg_src[40];
2040 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2041 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2042 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2046 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2048 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2049 DWORD flags = 0;
2051 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2052 char dst_str[50];
2053 char src_str[50];
2055 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2056 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2057 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2058 /* Move .x first in case src_str is "TA" */
2059 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2060 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2061 if (reg1 < MAX_TEXTURES)
2063 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2064 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2066 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2069 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2071 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2073 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2074 char dst_str[50];
2075 char src_str[50];
2077 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2078 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2079 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2080 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2081 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2082 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2085 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2087 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2088 char dst_str[50];
2089 char src_str[50];
2091 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2092 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2093 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2094 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2097 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2099 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2100 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2101 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2102 char reg_coord[40], dst_reg[50], src_reg[50];
2103 DWORD reg_dest_code;
2105 /* All versions have a destination register. The Tx where the texture coordinates come
2106 * from is the varying incarnation of the texture register
2108 reg_dest_code = dst->reg.idx[0].offset;
2109 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2110 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2111 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2113 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2114 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2116 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2117 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2119 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2120 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2121 * extension.
2123 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2124 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2125 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2126 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2128 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2129 * so we can't let the GL handle this.
2131 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2132 & WINED3D_PSARGS_PROJECTED)
2134 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2135 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2136 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2137 } else {
2138 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2141 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2143 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2145 /* No src swizzles are allowed, so this is ok */
2146 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2147 src_reg, reg_dest_code, reg_dest_code);
2148 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2152 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2154 DWORD reg = ins->dst[0].reg.idx[0].offset;
2155 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2156 char src0_name[50], dst_name[50];
2157 BOOL is_color;
2158 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2160 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2161 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2162 * T<reg+1> register. Use this register to store the calculated vector
2164 tmp_reg.idx[0].offset = reg + 1;
2165 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2166 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2169 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2171 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2172 DWORD flags;
2173 DWORD reg = ins->dst[0].reg.idx[0].offset;
2174 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2175 char dst_str[50];
2176 char src0_name[50];
2177 char dst_reg[50];
2178 BOOL is_color;
2180 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2181 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2183 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2184 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2185 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2186 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2187 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2190 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2192 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2193 DWORD reg = ins->dst[0].reg.idx[0].offset;
2194 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2195 char src0_name[50], dst_name[50];
2196 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2197 BOOL is_color;
2199 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2200 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2201 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2203 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2204 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2206 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2207 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2208 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2209 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2212 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2214 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2215 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2216 DWORD flags;
2217 DWORD reg = ins->dst[0].reg.idx[0].offset;
2218 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2219 char dst_str[50];
2220 char src0_name[50], dst_name[50];
2221 BOOL is_color;
2223 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2224 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2225 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2227 /* Sample the texture using the calculated coordinates */
2228 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2229 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2230 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2231 tex_mx->current_row = 0;
2234 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2236 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2237 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2238 DWORD flags;
2239 DWORD reg = ins->dst[0].reg.idx[0].offset;
2240 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2241 char dst_str[50];
2242 char src0_name[50];
2243 char dst_reg[50];
2244 BOOL is_color;
2246 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2247 * components for temporary data storage
2249 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2250 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2251 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2253 /* Construct the eye-ray vector from w coordinates */
2254 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2255 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2256 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2258 /* Calculate reflection vector
2260 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2261 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2262 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2263 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2264 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2265 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2266 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2268 /* Sample the texture using the calculated coordinates */
2269 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2270 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2271 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2272 tex_mx->current_row = 0;
2275 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2277 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2278 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2279 DWORD flags;
2280 DWORD reg = ins->dst[0].reg.idx[0].offset;
2281 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2282 char dst_str[50];
2283 char src0_name[50];
2284 char src1_name[50];
2285 char dst_reg[50];
2286 BOOL is_color;
2288 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2289 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2290 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2291 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2292 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2294 /* Calculate reflection vector.
2296 * dot(N, E)
2297 * dst_reg.xyz = 2 * --------- * N - E
2298 * dot(N, N)
2300 * Which normalizes the normal vector
2302 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2303 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2304 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2305 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2306 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2307 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2309 /* Sample the texture using the calculated coordinates */
2310 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2311 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2312 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2313 tex_mx->current_row = 0;
2316 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2318 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2319 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2320 char dst_name[50];
2321 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2322 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2324 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2325 * which is essentially an input, is the destination register because it is the first
2326 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2327 * here(writemasks/swizzles are not valid on texdepth)
2329 shader_arb_get_dst_param(ins, dst, dst_name);
2331 /* According to the msdn, the source register(must be r5) is unusable after
2332 * the texdepth instruction, so we're free to modify it
2334 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2336 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2337 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2338 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2340 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2341 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2342 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2343 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2346 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2347 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2348 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2349 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2351 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2352 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2353 char src0[50];
2354 char dst_str[50];
2356 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2357 shader_addline(buffer, "MOV TB, 0.0;\n");
2358 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2360 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2361 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2364 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2365 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2366 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2368 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2369 char src0[50];
2370 char dst_str[50];
2371 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2373 /* Handle output register */
2374 shader_arb_get_dst_param(ins, dst, dst_str);
2375 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2376 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2379 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2380 * Perform the 3rd row of a 3x3 matrix multiply */
2381 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2383 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2384 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2385 char dst_str[50], dst_name[50];
2386 char src0[50];
2387 BOOL is_color;
2389 shader_arb_get_dst_param(ins, dst, dst_str);
2390 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2391 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2392 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2393 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2396 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2397 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2398 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2399 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2401 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2403 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2404 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2405 char src0[50], dst_name[50];
2406 BOOL is_color;
2407 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2408 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2410 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2411 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2412 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2414 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2415 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2416 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2418 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2419 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2420 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2421 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2424 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2425 Vertex/Pixel shaders to ARB_vertex_program codes */
2426 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2428 int i;
2429 int nComponents = 0;
2430 struct wined3d_shader_dst_param tmp_dst = {{0}};
2431 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2432 struct wined3d_shader_instruction tmp_ins;
2434 memset(&tmp_ins, 0, sizeof(tmp_ins));
2436 /* Set constants for the temporary argument */
2437 tmp_ins.ctx = ins->ctx;
2438 tmp_ins.dst_count = 1;
2439 tmp_ins.dst = &tmp_dst;
2440 tmp_ins.src_count = 2;
2441 tmp_ins.src = tmp_src;
2443 switch(ins->handler_idx)
2445 case WINED3DSIH_M4x4:
2446 nComponents = 4;
2447 tmp_ins.handler_idx = WINED3DSIH_DP4;
2448 break;
2449 case WINED3DSIH_M4x3:
2450 nComponents = 3;
2451 tmp_ins.handler_idx = WINED3DSIH_DP4;
2452 break;
2453 case WINED3DSIH_M3x4:
2454 nComponents = 4;
2455 tmp_ins.handler_idx = WINED3DSIH_DP3;
2456 break;
2457 case WINED3DSIH_M3x3:
2458 nComponents = 3;
2459 tmp_ins.handler_idx = WINED3DSIH_DP3;
2460 break;
2461 case WINED3DSIH_M3x2:
2462 nComponents = 2;
2463 tmp_ins.handler_idx = WINED3DSIH_DP3;
2464 break;
2465 default:
2466 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2467 break;
2470 tmp_dst = ins->dst[0];
2471 tmp_src[0] = ins->src[0];
2472 tmp_src[1] = ins->src[1];
2473 for (i = 0; i < nComponents; ++i)
2475 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2476 shader_hw_map2gl(&tmp_ins);
2477 ++tmp_src[1].reg.idx[0].offset;
2481 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2483 *need_abs = FALSE;
2485 switch(mod)
2487 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2488 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2489 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2490 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2491 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2492 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2493 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2494 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2495 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2496 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2497 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2498 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2499 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2501 FIXME("Unknown modifier %u\n", mod);
2502 return mod;
2505 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2507 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2508 const char *instruction;
2509 struct wined3d_shader_src_param src0_copy = ins->src[0];
2510 BOOL need_abs = FALSE;
2512 char dst[50];
2513 char src[50];
2515 switch(ins->handler_idx)
2517 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2518 case WINED3DSIH_RCP: instruction = "RCP"; break;
2519 case WINED3DSIH_EXPP:
2520 if (ins->ctx->reg_maps->shader_version.major < 2)
2522 instruction = "EXP";
2523 break;
2525 /* Drop through. */
2526 case WINED3DSIH_EXP:
2527 instruction = "EX2";
2528 break;
2529 case WINED3DSIH_LOG:
2530 case WINED3DSIH_LOGP:
2531 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2532 * instruction, but notice that the output of those instructions is
2533 * different. */
2534 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2535 instruction = "LG2";
2536 break;
2537 default: instruction = "";
2538 FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2539 break;
2542 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2543 * .w is used. */
2544 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2546 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2547 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2549 if(need_abs)
2551 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2552 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2554 else
2556 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2561 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2563 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2564 char dst_name[50];
2565 char src_name[50];
2566 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2567 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2568 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2570 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2571 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2573 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2574 * otherwise NRM or RSQ would return NaN */
2575 if(pshader && priv->target_version >= NV3)
2577 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2579 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2581 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2582 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2583 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2585 else if(priv->target_version >= NV2)
2587 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2588 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2589 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2590 src_name);
2592 else
2594 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2596 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2597 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2598 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2600 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2601 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2603 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2604 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2605 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2606 src_name);
2610 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2612 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2613 char dst_name[50];
2614 char src_name[3][50];
2616 /* ARB_fragment_program has a convenient LRP instruction */
2617 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2618 shader_hw_map2gl(ins);
2619 return;
2622 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2623 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2624 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2625 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2627 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2628 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2629 dst_name, src_name[0], src_name[2]);
2632 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2634 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2635 * must contain fixed constants. So we need a separate function to filter those constants and
2636 * can't use map2gl
2638 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2639 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2640 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2641 char dst_name[50];
2642 char src_name0[50], src_name1[50], src_name2[50];
2643 BOOL is_color;
2645 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2646 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2647 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2648 /* No modifiers are supported on SCS */
2649 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2651 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2653 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2654 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2656 } else if(priv->target_version >= NV2) {
2657 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2659 /* Sincos writemask must be .x, .y or .xy */
2660 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2661 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2662 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2663 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2664 } else {
2665 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2666 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2668 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2669 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2671 * The constants we get are:
2673 * +1 +1, -1 -1 +1 +1 -1 -1
2674 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2675 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2677 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2679 * (x/2)^2 = x^2 / 4
2680 * (x/2)^3 = x^3 / 8
2681 * (x/2)^4 = x^4 / 16
2682 * (x/2)^5 = x^5 / 32
2683 * etc
2685 * To get the final result:
2686 * sin(x) = 2 * sin(x/2) * cos(x/2)
2687 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2688 * (from sin(x+y) and cos(x+y) rules)
2690 * As per MSDN, dst.z is undefined after the operation, and so is
2691 * dst.x and dst.y if they're masked out by the writemask. Ie
2692 * sincos dst.y, src1, c0, c1
2693 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2694 * vsa.exe also stops with an error if the dest register is the same register as the source
2695 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2696 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2698 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2699 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2700 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2702 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2703 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2704 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2705 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2706 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2707 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2709 /* sin(x/2)
2711 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2712 * properly merge that with MULs in the code above?
2713 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2714 * we can merge the sine and cosine MAD rows to calculate them together.
2716 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2717 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2718 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2719 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2721 /* cos(x/2) */
2722 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2723 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2724 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2726 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2727 /* cos x */
2728 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2729 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2731 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2732 /* sin x */
2733 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2734 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2739 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2741 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2742 char dst_name[50];
2743 char src_name[50];
2744 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2746 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2747 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2749 /* SGN is only valid in vertex shaders */
2750 if(ctx->target_version >= NV2) {
2751 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2752 return;
2755 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2756 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2758 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2759 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2760 } else {
2761 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2762 * Then use TA, and calculate the final result
2764 * Not reading from TA? Store the first result in TA to avoid overwriting the
2765 * destination if src reg = dst reg
2767 if(strstr(src_name, "TA"))
2769 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2770 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2771 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2773 else
2775 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2776 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2777 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2782 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2784 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2785 char src[50];
2786 char dst[50];
2787 char dst_name[50];
2788 BOOL is_color;
2790 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2791 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2792 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2794 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2795 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2798 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2800 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2801 char src0[50], src1[50], dst[50];
2802 struct wined3d_shader_src_param src0_copy = ins->src[0];
2803 BOOL need_abs = FALSE;
2804 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2805 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2807 /* POW operates on the absolute value of the input */
2808 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2810 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2811 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2812 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2814 if (need_abs)
2815 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2816 else
2817 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2819 if (priv->target_version >= NV2)
2821 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2822 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2823 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2825 else
2827 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2828 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2830 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2831 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2832 /* Possibly add flt_eps to avoid getting float special values */
2833 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2834 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2835 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2836 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2840 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2842 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2843 char src_name[50];
2844 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2846 /* src0 is aL */
2847 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2849 if(vshader)
2851 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2852 struct list *e = list_head(&priv->control_frames);
2853 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2855 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2856 /* The constant loader makes sure to load -1 into iX.w */
2857 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2858 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2859 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2861 else
2863 shader_addline(buffer, "LOOP %s;\n", src_name);
2867 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2869 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2870 char src_name[50];
2871 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2873 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2875 /* The constant loader makes sure to load -1 into iX.w */
2876 if(vshader)
2878 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2879 struct list *e = list_head(&priv->control_frames);
2880 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2882 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2884 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2885 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2886 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2888 else
2890 shader_addline(buffer, "REP %s;\n", src_name);
2894 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2896 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2897 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2899 if(vshader)
2901 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2902 struct list *e = list_head(&priv->control_frames);
2903 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2905 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2906 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2907 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2909 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2911 else
2913 shader_addline(buffer, "ENDLOOP;\n");
2917 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2919 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2920 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2922 if(vshader)
2924 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2925 struct list *e = list_head(&priv->control_frames);
2926 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2928 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2929 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2930 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2932 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2934 else
2936 shader_addline(buffer, "ENDREP;\n");
2940 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2942 struct control_frame *control_frame;
2944 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2946 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2948 ERR("Could not find loop for break\n");
2949 return NULL;
2952 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2954 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2955 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2956 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2958 if(vshader)
2960 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2962 else
2964 shader_addline(buffer, "BRK;\n");
2968 static const char *get_compare(enum wined3d_shader_rel_op op)
2970 switch (op)
2972 case WINED3D_SHADER_REL_OP_GT: return "GT";
2973 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2974 case WINED3D_SHADER_REL_OP_GE: return "GE";
2975 case WINED3D_SHADER_REL_OP_LT: return "LT";
2976 case WINED3D_SHADER_REL_OP_NE: return "NE";
2977 case WINED3D_SHADER_REL_OP_LE: return "LE";
2978 default:
2979 FIXME("Unrecognized operator %#x.\n", op);
2980 return "(\?\?)";
2984 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
2986 switch (op)
2988 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
2989 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
2990 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
2991 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
2992 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
2993 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
2994 default:
2995 FIXME("Unrecognized operator %#x.\n", op);
2996 return -1;
3000 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3002 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3003 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3004 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3005 char src_name0[50];
3006 char src_name1[50];
3007 const char *comp = get_compare(ins->flags);
3009 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3010 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3012 if(vshader)
3014 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3015 * away the subtraction result
3017 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3018 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3020 else
3022 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3023 shader_addline(buffer, "BRK (%s.x);\n", comp);
3027 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3029 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3030 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3031 struct list *e = list_head(&priv->control_frames);
3032 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3033 const char *comp;
3034 char src_name0[50];
3035 char src_name1[50];
3036 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3038 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3039 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3041 if(vshader)
3043 /* Invert the flag. We jump to the else label if the condition is NOT true */
3044 comp = get_compare(invert_compare(ins->flags));
3045 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3046 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3048 else
3050 comp = get_compare(ins->flags);
3051 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3052 shader_addline(buffer, "IF %s.x;\n", comp);
3056 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3058 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3059 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3060 struct list *e = list_head(&priv->control_frames);
3061 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3062 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3064 if(vshader)
3066 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3067 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3068 control_frame->had_else = TRUE;
3070 else
3072 shader_addline(buffer, "ELSE;\n");
3076 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3078 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3079 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3080 struct list *e = list_head(&priv->control_frames);
3081 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3082 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3084 if(vshader)
3086 if(control_frame->had_else)
3088 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3090 else
3092 shader_addline(buffer, "#No else branch. else is endif\n");
3093 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3096 else
3098 shader_addline(buffer, "ENDIF;\n");
3102 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3104 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3105 char reg_dest[40];
3106 char reg_src[3][40];
3107 WORD flags = TEX_DERIV;
3109 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3110 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3111 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3112 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3114 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3115 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3117 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3120 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3122 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3123 char reg_dest[40];
3124 char reg_coord[40];
3125 WORD flags = TEX_LOD;
3127 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3128 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3130 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3131 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3133 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3136 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3138 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3139 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3141 priv->in_main_func = FALSE;
3142 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3143 * subroutine, don't generate a label that will make GL complain
3145 if(priv->target_version == ARB) return;
3147 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3150 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3151 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3152 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3153 struct wined3d_shader_buffer *buffer)
3155 unsigned int i;
3157 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3158 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3159 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3160 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3162 if (args->super.fog_src == VS_FOG_Z)
3164 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3166 else
3168 if (!reg_maps->fog)
3170 /* posFixup.x is always 1.0, so we can safely use it */
3171 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3173 else
3175 /* Clamp fogcoord */
3176 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3177 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3179 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3180 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3184 /* Clipplanes are always stored without y inversion */
3185 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3187 if (args->super.clip_enabled)
3189 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3191 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3195 else if (args->clip.boolclip.clip_texcoord)
3197 unsigned int cur_clip = 0;
3198 char component[4] = {'x', 'y', 'z', 'w'};
3199 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3201 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3203 if (args->clip.boolclip.clipplane_mask & (1 << i))
3205 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3206 component[cur_clip++], i);
3209 switch (cur_clip)
3211 case 0:
3212 shader_addline(buffer, "MOV TA, %s;\n", zero);
3213 break;
3214 case 1:
3215 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3216 break;
3217 case 2:
3218 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3219 break;
3220 case 3:
3221 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3222 break;
3224 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3225 args->clip.boolclip.clip_texcoord - 1);
3228 /* Write the final position.
3230 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3231 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3232 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3233 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3235 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3236 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3237 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3239 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3240 * and the glsl equivalent
3242 if (need_helper_const(shader_data, reg_maps, gl_info))
3244 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3245 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3247 else
3249 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3250 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3253 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3255 priv_ctx->footer_written = TRUE;
3258 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3260 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3261 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3262 const struct wined3d_shader *shader = ins->ctx->shader;
3263 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3265 if(priv->target_version == ARB) return;
3267 if(vshader)
3269 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3270 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3273 shader_addline(buffer, "RET;\n");
3276 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3278 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3279 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3282 /* Context activation is done by the caller. */
3283 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3285 GLuint program_id = 0;
3286 GLint pos;
3288 static const char blt_vprogram[] =
3289 "!!ARBvp1.0\n"
3290 "PARAM c[1] = { { 1, 0.5 } };\n"
3291 "MOV result.position, vertex.position;\n"
3292 "MOV result.color, c[0].x;\n"
3293 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3294 "END\n";
3296 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3297 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3298 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3299 strlen(blt_vprogram), blt_vprogram));
3300 checkGLcall("glProgramStringARB()");
3302 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3303 if (pos != -1)
3305 FIXME("Vertex program error at position %d: %s\n\n", pos,
3306 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3307 shader_arb_dump_program_source(blt_vprogram);
3309 else
3311 GLint native;
3313 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3314 checkGLcall("glGetProgramivARB()");
3315 if (!native) WARN("Program exceeds native resource limits.\n");
3318 return program_id;
3321 /* Context activation is done by the caller. */
3322 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3323 enum tex_types tex_type, BOOL masked)
3325 GLuint program_id = 0;
3326 const char *fprogram;
3327 GLint pos;
3329 static const char * const blt_fprograms_full[tex_type_count] =
3331 /* tex_1d */
3332 NULL,
3333 /* tex_2d */
3334 "!!ARBfp1.0\n"
3335 "TEMP R0;\n"
3336 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3337 "MOV result.depth.z, R0.x;\n"
3338 "END\n",
3339 /* tex_3d */
3340 NULL,
3341 /* tex_cube */
3342 "!!ARBfp1.0\n"
3343 "TEMP R0;\n"
3344 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3345 "MOV result.depth.z, R0.x;\n"
3346 "END\n",
3347 /* tex_rect */
3348 "!!ARBfp1.0\n"
3349 "TEMP R0;\n"
3350 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3351 "MOV result.depth.z, R0.x;\n"
3352 "END\n",
3355 static const char * const blt_fprograms_masked[tex_type_count] =
3357 /* tex_1d */
3358 NULL,
3359 /* tex_2d */
3360 "!!ARBfp1.0\n"
3361 "PARAM mask = program.local[0];\n"
3362 "TEMP R0;\n"
3363 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3364 "MUL R0.x, R0.x, R0.y;\n"
3365 "KIL -R0.x;\n"
3366 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3367 "MOV result.depth.z, R0.x;\n"
3368 "END\n",
3369 /* tex_3d */
3370 NULL,
3371 /* tex_cube */
3372 "!!ARBfp1.0\n"
3373 "PARAM mask = program.local[0];\n"
3374 "TEMP R0;\n"
3375 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3376 "MUL R0.x, R0.x, R0.y;\n"
3377 "KIL -R0.x;\n"
3378 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3379 "MOV result.depth.z, R0.x;\n"
3380 "END\n",
3381 /* tex_rect */
3382 "!!ARBfp1.0\n"
3383 "PARAM mask = program.local[0];\n"
3384 "TEMP R0;\n"
3385 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3386 "MUL R0.x, R0.x, R0.y;\n"
3387 "KIL -R0.x;\n"
3388 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3389 "MOV result.depth.z, R0.x;\n"
3390 "END\n",
3393 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3394 if (!fprogram)
3396 FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3397 tex_type = tex_2d;
3398 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3401 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3402 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3403 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3404 checkGLcall("glProgramStringARB()");
3406 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3407 if (pos != -1)
3409 FIXME("Fragment program error at position %d: %s\n\n", pos,
3410 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3411 shader_arb_dump_program_source(fprogram);
3413 else
3415 GLint native;
3417 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3418 checkGLcall("glGetProgramivARB()");
3419 if (!native) WARN("Program exceeds native resource limits.\n");
3422 return program_id;
3425 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3426 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3428 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3430 if(condcode)
3432 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3433 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3434 /* Calculate the > 0.0031308 case */
3435 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3436 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3437 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3438 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3439 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3440 /* Calculate the < case */
3441 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3443 else
3445 /* Calculate the > 0.0031308 case */
3446 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3447 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3448 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3449 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3450 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3451 /* Calculate the < case */
3452 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3453 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3454 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3455 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3456 /* Store the components > 0.0031308 in the destination */
3457 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3458 /* Add the components that are < 0.0031308 */
3459 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3460 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3461 * result.color writes(.rgb first, then .a), or handle overwriting already written
3462 * components. The assembler uses a temporary register in this case, which is usually
3463 * not allocated from one of our registers that were used earlier.
3466 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3469 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3471 const struct wined3d_shader_lconst *constant;
3473 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3475 if (constant->idx == idx)
3477 return constant->value;
3480 return NULL;
3483 static void init_ps_input(const struct wined3d_shader *shader,
3484 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3486 static const char * const texcoords[8] =
3488 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3489 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3491 unsigned int i;
3492 const struct wined3d_shader_signature_element *sig = shader->input_signature;
3493 const char *semantic_name;
3494 DWORD semantic_idx;
3496 switch(args->super.vp_mode)
3498 case pretransformed:
3499 case fixedfunction:
3500 /* The pixelshader has to collect the varyings on its own. In any case properly load
3501 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3502 * other attribs to 0.0.
3504 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3505 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3506 * load the texcoord attrib pointers to match the pixel shader signature
3508 for(i = 0; i < MAX_REG_INPUT; i++)
3510 semantic_name = sig[i].semantic_name;
3511 semantic_idx = sig[i].semantic_idx;
3512 if (!semantic_name) continue;
3514 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3516 if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3517 else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3518 else priv->ps_input[i] = "0.0";
3520 else if(args->super.vp_mode == fixedfunction)
3522 priv->ps_input[i] = "0.0";
3524 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3526 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3527 else priv->ps_input[i] = "0.0";
3529 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3531 if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3532 else priv->ps_input[i] = "0.0";
3534 else
3536 priv->ps_input[i] = "0.0";
3539 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3541 break;
3543 case vertexshader:
3544 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3545 * fragment.color
3547 for(i = 0; i < 8; i++)
3549 priv->ps_input[i] = texcoords[i];
3551 priv->ps_input[8] = "fragment.color.primary";
3552 priv->ps_input[9] = "fragment.color.secondary";
3553 break;
3557 static void arbfp_add_linear_fog(struct wined3d_shader_buffer *buffer,
3558 const char *fragcolor, const char *tmp)
3560 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3561 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3562 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3565 /* Context activation is done by the caller. */
3566 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3567 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3568 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3570 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3571 const DWORD *function = shader->function;
3572 GLuint retval;
3573 char fragcolor[16];
3574 DWORD next_local = 0;
3575 struct shader_arb_ctx_priv priv_ctx;
3576 BOOL dcl_td = FALSE;
3577 BOOL want_nv_prog = FALSE;
3578 struct arb_pshader_private *shader_priv = shader->backend_data;
3579 GLint errPos;
3580 DWORD map;
3581 BOOL custom_linear_fog = FALSE;
3583 char srgbtmp[4][4];
3584 char ftoa_tmp[17];
3585 unsigned int i, found = 0;
3587 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3589 if (!(map & 1)
3590 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3591 || (reg_maps->shader_version.major < 2 && !i))
3592 continue;
3594 sprintf(srgbtmp[found], "R%u", i);
3595 ++found;
3596 if (found == 4) break;
3599 switch(found) {
3600 case 0:
3601 sprintf(srgbtmp[0], "TA");
3602 sprintf(srgbtmp[1], "TB");
3603 sprintf(srgbtmp[2], "TC");
3604 sprintf(srgbtmp[3], "TD");
3605 dcl_td = TRUE;
3606 break;
3607 case 1:
3608 sprintf(srgbtmp[1], "TA");
3609 sprintf(srgbtmp[2], "TB");
3610 sprintf(srgbtmp[3], "TC");
3611 break;
3612 case 2:
3613 sprintf(srgbtmp[2], "TA");
3614 sprintf(srgbtmp[3], "TB");
3615 break;
3616 case 3:
3617 sprintf(srgbtmp[3], "TA");
3618 break;
3619 case 4:
3620 break;
3623 /* Create the hw ARB shader */
3624 memset(&priv_ctx, 0, sizeof(priv_ctx));
3625 priv_ctx.cur_ps_args = args;
3626 priv_ctx.compiled_fprog = compiled;
3627 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3628 init_ps_input(shader, args, &priv_ctx);
3629 list_init(&priv_ctx.control_frames);
3630 priv_ctx.ps_post_process = args->super.srgb_correction;
3632 /* Avoid enabling NV_fragment_program* if we do not need it.
3634 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3635 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3636 * is faster than what we gain from using higher native instructions. There are some things though
3637 * that cannot be emulated. In that case enable the extensions.
3638 * If the extension is enabled, instruction handlers that support both ways will use it.
3640 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3641 * So enable the best we can get.
3643 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3644 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3646 want_nv_prog = TRUE;
3649 shader_addline(buffer, "!!ARBfp1.0\n");
3650 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3652 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3653 priv_ctx.target_version = NV3;
3655 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3657 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3658 priv_ctx.target_version = NV2;
3659 } else {
3660 if(want_nv_prog)
3662 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3663 * limits properly
3665 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3666 ERR("Try GLSL\n");
3668 priv_ctx.target_version = ARB;
3671 if (reg_maps->rt_mask > 1)
3673 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3676 if (reg_maps->shader_version.major < 3)
3678 switch (args->super.fog)
3680 case WINED3D_FFP_PS_FOG_OFF:
3681 break;
3682 case WINED3D_FFP_PS_FOG_LINEAR:
3683 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3685 custom_linear_fog = TRUE;
3686 priv_ctx.ps_post_process = TRUE;
3687 break;
3689 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3690 break;
3691 case WINED3D_FFP_PS_FOG_EXP:
3692 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3693 break;
3694 case WINED3D_FFP_PS_FOG_EXP2:
3695 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3696 break;
3700 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3701 * unused temps away(but occupies them for the whole shader if they're used once). Always
3702 * declaring them avoids tricky bookkeeping work
3704 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3705 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3706 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3707 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3708 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3709 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3710 wined3d_ftoa(eps, ftoa_tmp);
3711 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3713 if (reg_maps->shader_version.major < 2)
3715 strcpy(fragcolor, "R0");
3717 else
3719 if (priv_ctx.ps_post_process)
3721 if (shader->u.ps.color0_mov)
3723 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3725 else
3727 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3728 strcpy(fragcolor, "TMP_COLOR");
3730 } else {
3731 strcpy(fragcolor, "result.color");
3735 if (args->super.srgb_correction)
3737 shader_addline(buffer, "PARAM srgb_consts0 = ");
3738 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
3739 shader_addline(buffer, ";\n");
3740 shader_addline(buffer, "PARAM srgb_consts1 = ");
3741 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
3742 shader_addline(buffer, ";\n");
3745 /* Base Declarations */
3746 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3748 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3750 unsigned char bump_const;
3752 if (!(map & 1)) continue;
3754 bump_const = compiled->numbumpenvmatconsts;
3755 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3756 compiled->bumpenvmatconst[bump_const].texunit = i;
3757 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3758 compiled->luminanceconst[bump_const].texunit = i;
3760 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3761 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3762 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3763 * textures due to conditional NP2 restrictions)
3765 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3766 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3767 * their location is shader dependent anyway and they cannot be loaded globally.
3769 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3770 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3771 i, compiled->bumpenvmatconst[bump_const].const_num);
3772 compiled->numbumpenvmatconsts = bump_const + 1;
3774 if (!(reg_maps->luminanceparams & (1 << i))) continue;
3776 compiled->luminanceconst[bump_const].const_num = next_local++;
3777 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3778 i, compiled->luminanceconst[bump_const].const_num);
3781 for(i = 0; i < MAX_CONST_I; i++)
3783 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3784 if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3786 const DWORD *control_values = find_loop_control_values(shader, i);
3788 if(control_values)
3790 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3791 control_values[0], control_values[1], control_values[2]);
3793 else
3795 compiled->int_consts[i] = next_local;
3796 compiled->num_int_consts++;
3797 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3802 if(reg_maps->vpos || reg_maps->usesdsy)
3804 compiled->ycorrection = next_local;
3805 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3807 if(reg_maps->vpos)
3809 shader_addline(buffer, "TEMP vpos;\n");
3810 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3811 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3812 * ycorrection.z: 1.0
3813 * ycorrection.w: 0.0
3815 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3816 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3819 else
3821 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3824 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3825 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3826 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3827 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3828 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3829 * shader compilation errors and the subsequent errors when drawing with this shader. */
3830 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3831 unsigned char cur_fixup_sampler = 0;
3833 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3834 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3835 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3837 fixup->offset = next_local;
3838 fixup->super.active = 0;
3840 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3841 if (!(map & (1 << i))) continue;
3843 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3844 fixup->super.active |= (1 << i);
3845 fixup->super.idx[i] = cur_fixup_sampler++;
3846 } else {
3847 FIXME("No free constant found to load NP2 fixup data into shader. "
3848 "Sampling from this texture will probably look wrong.\n");
3849 break;
3853 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3854 if (fixup->super.num_consts) {
3855 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3856 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3860 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3862 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3865 /* Base Shader Body */
3866 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3868 if(args->super.srgb_correction) {
3869 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3870 priv_ctx.target_version >= NV2);
3873 if (custom_linear_fog)
3874 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3876 if(strcmp(fragcolor, "result.color")) {
3877 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3879 shader_addline(buffer, "END\n");
3881 /* TODO: change to resource.glObjectHandle or something like that */
3882 GL_EXTCALL(glGenProgramsARB(1, &retval));
3884 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3885 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3887 TRACE("Created hw pixel shader, prg=%d\n", retval);
3888 /* Create the program and check for errors */
3889 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3890 buffer->content_size, buffer->buffer));
3891 checkGLcall("glProgramStringARB()");
3893 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3894 if (errPos != -1)
3896 FIXME("HW PixelShader Error at position %d: %s\n\n",
3897 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3898 shader_arb_dump_program_source(buffer->buffer);
3899 retval = 0;
3901 else
3903 GLint native;
3905 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3906 checkGLcall("glGetProgramivARB()");
3907 if (!native) WARN("Program exceeds native resource limits.\n");
3910 return retval;
3913 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3915 unsigned int i;
3916 int ret;
3918 for(i = 0; i < MAX_REG_INPUT; i++)
3920 if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3922 /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3923 if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3924 continue;
3927 if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3928 if(sig1[i].semantic_idx != sig2[i].semantic_idx) return sig1[i].semantic_idx < sig2[i].semantic_idx ? -1 : 1;
3929 if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3930 if(sig1[i].component_type != sig2[i].component_type) return sig1[i].component_type < sig2[i].component_type ? -1 : 1;
3931 if(sig1[i].register_idx != sig2[i].register_idx) return sig1[i].register_idx < sig2[i].register_idx ? -1 : 1;
3932 if(sig1[i].mask != sig2[i].mask) return sig1[i].mask < sig2[i].mask ? -1 : 1;
3934 return 0;
3937 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3939 struct wined3d_shader_signature_element *new;
3940 int i;
3941 char *name;
3943 new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3944 for(i = 0; i < MAX_REG_INPUT; i++)
3946 if (!sig[i].semantic_name) continue;
3948 new[i] = sig[i];
3949 /* Clone the semantic string */
3950 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3951 strcpy(name, sig[i].semantic_name);
3952 new[i].semantic_name = name;
3954 return new;
3957 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3959 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3960 struct ps_signature *found_sig;
3962 if (entry)
3964 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3965 TRACE("Found existing signature %u\n", found_sig->idx);
3966 return found_sig->idx;
3968 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*found_sig));
3969 found_sig->sig = clone_sig(sig);
3970 found_sig->idx = priv->ps_sig_number++;
3971 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3972 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3974 ERR("Failed to insert program entry.\n");
3976 return found_sig->idx;
3979 static void init_output_registers(const struct wined3d_shader *shader,
3980 const struct wined3d_shader_signature_element *ps_input_sig,
3981 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3983 unsigned int i, j;
3984 static const char * const texcoords[8] =
3986 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3987 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3989 const char *semantic_name;
3990 DWORD semantic_idx, reg_idx;
3992 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3993 * and varying 9 to result.color.secondary
3995 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3997 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3998 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3999 "result.color.primary", "result.color.secondary"
4002 if (!ps_input_sig)
4004 TRACE("Pixel shader uses builtin varyings\n");
4005 /* Map builtins to builtins */
4006 for(i = 0; i < 8; i++)
4008 priv_ctx->texcrd_output[i] = texcoords[i];
4010 priv_ctx->color_output[0] = "result.color.primary";
4011 priv_ctx->color_output[1] = "result.color.secondary";
4012 priv_ctx->fog_output = "TMP_FOGCOORD";
4014 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
4015 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4017 semantic_name = shader->output_signature[i].semantic_name;
4018 if (!semantic_name) continue;
4020 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4022 TRACE("o%u is TMP_OUT\n", i);
4023 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
4024 else priv_ctx->vs_output[i] = "TA";
4026 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4028 TRACE("o%u is result.pointsize\n", i);
4029 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
4030 else priv_ctx->vs_output[i] = "TA";
4032 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4034 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
4035 if (!shader->output_signature[i].semantic_idx)
4036 priv_ctx->vs_output[i] = "result.color.primary";
4037 else if (shader->output_signature[i].semantic_idx == 1)
4038 priv_ctx->vs_output[i] = "result.color.secondary";
4039 else priv_ctx->vs_output[i] = "TA";
4041 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4043 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4044 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4045 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4047 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4049 TRACE("o%u is result.fogcoord\n", i);
4050 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4051 else priv_ctx->vs_output[i] = "result.fogcoord";
4053 else
4055 priv_ctx->vs_output[i] = "TA";
4058 return;
4061 TRACE("Pixel shader uses declared varyings\n");
4063 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4064 for(i = 0; i < 8; i++)
4066 priv_ctx->texcrd_output[i] = "TA";
4068 priv_ctx->color_output[0] = "TA";
4069 priv_ctx->color_output[1] = "TA";
4070 priv_ctx->fog_output = "TA";
4072 for(i = 0; i < MAX_REG_INPUT; i++)
4074 semantic_name = ps_input_sig[i].semantic_name;
4075 semantic_idx = ps_input_sig[i].semantic_idx;
4076 reg_idx = ps_input_sig[i].register_idx;
4077 if (!semantic_name) continue;
4079 /* If a declared input register is not written by builtin arguments, don't write to it.
4080 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4082 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4083 * to TMP_OUT in any case
4085 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4087 if (semantic_idx < 8)
4088 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4090 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4092 if (semantic_idx < 2)
4093 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4095 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4097 if (!semantic_idx)
4098 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4100 else
4102 continue;
4105 if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4106 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4108 compiled->need_color_unclamp = TRUE;
4112 /* Map declared to declared */
4113 for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4115 /* Write unread output to TA to throw them away */
4116 priv_ctx->vs_output[i] = "TA";
4117 semantic_name = shader->output_signature[i].semantic_name;
4118 if (!semantic_name) continue;
4120 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4121 && !shader->output_signature[i].semantic_idx)
4123 priv_ctx->vs_output[i] = "TMP_OUT";
4124 continue;
4126 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4127 && !shader->output_signature[i].semantic_idx)
4129 priv_ctx->vs_output[i] = "result.pointsize";
4130 continue;
4133 for(j = 0; j < MAX_REG_INPUT; j++)
4135 if (!ps_input_sig[j].semantic_name) continue;
4137 if (!strcmp(ps_input_sig[j].semantic_name, semantic_name)
4138 && ps_input_sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4140 priv_ctx->vs_output[i] = decl_idx_to_string[ps_input_sig[j].register_idx];
4142 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4143 || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4145 compiled->need_color_unclamp = TRUE;
4152 /* Context activation is done by the caller. */
4153 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4154 const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4155 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4156 const struct wined3d_shader_signature_element *ps_input_sig)
4158 const struct arb_vshader_private *shader_data = shader->backend_data;
4159 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4160 struct shader_arb_priv *priv = shader->device->shader_priv;
4161 const DWORD *function = shader->function;
4162 GLuint ret;
4163 DWORD next_local = 0;
4164 struct shader_arb_ctx_priv priv_ctx;
4165 unsigned int i;
4166 GLint errPos;
4168 memset(&priv_ctx, 0, sizeof(priv_ctx));
4169 priv_ctx.cur_vs_args = args;
4170 list_init(&priv_ctx.control_frames);
4171 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4173 /* Create the hw ARB shader */
4174 shader_addline(buffer, "!!ARBvp1.0\n");
4176 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4177 * mesurable performance penalty, and we can always make use of it for clipplanes.
4179 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4181 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4182 priv_ctx.target_version = NV3;
4183 shader_addline(buffer, "ADDRESS aL;\n");
4185 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4187 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4188 priv_ctx.target_version = NV2;
4189 shader_addline(buffer, "ADDRESS aL;\n");
4190 } else {
4191 priv_ctx.target_version = ARB;
4194 shader_addline(buffer, "TEMP TMP_OUT;\n");
4195 if (reg_maps->fog)
4196 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4197 if (need_helper_const(shader_data, reg_maps, gl_info))
4199 char ftoa_tmp[17];
4200 wined3d_ftoa(eps, ftoa_tmp);
4201 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4203 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4205 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4206 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4209 shader_addline(buffer, "TEMP TA;\n");
4210 shader_addline(buffer, "TEMP TB;\n");
4212 /* Base Declarations */
4213 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4214 &priv_ctx.vs_clipplanes, &priv_ctx);
4216 for(i = 0; i < MAX_CONST_I; i++)
4218 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4219 if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4221 const DWORD *control_values = find_loop_control_values(shader, i);
4223 if(control_values)
4225 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4226 control_values[0], control_values[1], control_values[2]);
4228 else
4230 compiled->int_consts[i] = next_local;
4231 compiled->num_int_consts++;
4232 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4237 /* We need a constant to fixup the final position */
4238 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4239 compiled->pos_fixup = next_local++;
4241 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4242 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4243 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4244 * a replacement shader depend on the texcoord.w being set properly.
4246 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4247 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4248 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4249 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4250 * this can eat a number of instructions, so skip it unless this cap is set as well
4252 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4254 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4255 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4257 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4259 int i;
4260 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4261 for(i = 0; i < MAX_REG_TEXCRD; i++)
4263 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4264 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4269 /* The shader starts with the main function */
4270 priv_ctx.in_main_func = TRUE;
4271 /* Base Shader Body */
4272 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4274 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4275 shader_data, args, reg_maps, gl_info, buffer);
4277 shader_addline(buffer, "END\n");
4279 /* TODO: change to resource.glObjectHandle or something like that */
4280 GL_EXTCALL(glGenProgramsARB(1, &ret));
4282 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4283 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4285 TRACE("Created hw vertex shader, prg=%d\n", ret);
4286 /* Create the program and check for errors */
4287 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4288 buffer->content_size, buffer->buffer));
4289 checkGLcall("glProgramStringARB()");
4291 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4292 if (errPos != -1)
4294 FIXME("HW VertexShader Error at position %d: %s\n\n",
4295 errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4296 shader_arb_dump_program_source(buffer->buffer);
4297 ret = -1;
4299 else
4301 GLint native;
4303 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4304 checkGLcall("glGetProgramivARB()");
4305 if (!native) WARN("Program exceeds native resource limits.\n");
4308 return ret;
4311 /* Context activation is done by the caller. */
4312 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4313 const struct arb_ps_compile_args *args)
4315 struct wined3d_device *device = shader->device;
4316 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4317 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4318 UINT i;
4319 DWORD new_size;
4320 struct arb_ps_compiled_shader *new_array;
4321 struct wined3d_shader_buffer buffer;
4322 struct arb_pshader_private *shader_data;
4323 GLuint ret;
4325 if (!shader->backend_data)
4327 struct shader_arb_priv *priv = device->shader_priv;
4329 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4330 shader_data = shader->backend_data;
4331 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4333 if (shader->reg_maps.shader_version.major < 3)
4334 shader_data->input_signature_idx = ~0U;
4335 else
4336 shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4338 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4340 if (!d3d_info->vs_clipping)
4341 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4342 d3d_info->limits.ffp_blend_stages - 1);
4343 else
4344 shader_data->clipplane_emulation = ~0U;
4346 shader_data = shader->backend_data;
4348 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4349 * so a linear search is more performant than a hashmap or a binary search
4350 * (cache coherency etc)
4352 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4354 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4355 return &shader_data->gl_shaders[i];
4358 TRACE("No matching GL shader found, compiling a new shader\n");
4359 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4360 if (shader_data->num_gl_shaders)
4362 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4363 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4364 new_size * sizeof(*shader_data->gl_shaders));
4365 } else {
4366 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4367 new_size = 1;
4370 if(!new_array) {
4371 ERR("Out of memory\n");
4372 return 0;
4374 shader_data->gl_shaders = new_array;
4375 shader_data->shader_array_size = new_size;
4378 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4380 pixelshader_update_resource_types(shader, args->super.tex_types);
4382 if (!shader_buffer_init(&buffer))
4384 ERR("Failed to initialize shader buffer.\n");
4385 return 0;
4388 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4389 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4390 shader_buffer_free(&buffer);
4391 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4393 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4396 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4397 const DWORD use_map, BOOL skip_int) {
4398 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4399 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4400 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4401 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4402 if(stored->ps_signature != new->ps_signature) return FALSE;
4403 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4404 if(skip_int) return TRUE;
4406 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4409 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4410 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4411 const struct wined3d_shader_signature_element *ps_input_sig)
4413 UINT i;
4414 DWORD new_size;
4415 struct arb_vs_compiled_shader *new_array;
4416 struct wined3d_shader_buffer buffer;
4417 struct arb_vshader_private *shader_data;
4418 GLuint ret;
4420 if (!shader->backend_data)
4422 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4424 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4425 shader_data = shader->backend_data;
4427 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4428 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4430 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4432 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4433 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4434 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4436 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4437 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4438 else if (reg_maps->max_rel_offset > 63)
4439 shader_data->rel_offset = reg_maps->min_rel_offset;
4442 shader_data = shader->backend_data;
4444 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4445 * so a linear search is more performant than a hashmap or a binary search
4446 * (cache coherency etc)
4448 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4449 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4450 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4452 return &shader_data->gl_shaders[i];
4456 TRACE("No matching GL shader found, compiling a new shader\n");
4458 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4459 if (shader_data->num_gl_shaders)
4461 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4462 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4463 new_size * sizeof(*shader_data->gl_shaders));
4464 } else {
4465 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4466 new_size = 1;
4469 if(!new_array) {
4470 ERR("Out of memory\n");
4471 return 0;
4473 shader_data->gl_shaders = new_array;
4474 shader_data->shader_array_size = new_size;
4477 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4479 if (!shader_buffer_init(&buffer))
4481 ERR("Failed to initialize shader buffer.\n");
4482 return 0;
4485 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4486 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4487 ps_input_sig);
4488 shader_buffer_free(&buffer);
4489 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4491 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4494 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4495 const struct wined3d_context *context, const struct wined3d_shader *shader,
4496 struct arb_ps_compile_args *args)
4498 const struct wined3d_gl_info *gl_info = context->gl_info;
4499 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4500 int i;
4501 WORD int_skip;
4503 find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, gl_info);
4505 /* This forces all local boolean constants to 1 to make them stateblock independent */
4506 args->bools = shader->reg_maps.local_bool_consts;
4508 for(i = 0; i < MAX_CONST_B; i++)
4510 if (state->ps_consts_b[i])
4511 args->bools |= ( 1 << i);
4514 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4515 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4516 * duplicate the shader than have a no-op KIL instruction in every shader
4518 if (!d3d_info->vs_clipping && use_vs(state)
4519 && state->render_states[WINED3D_RS_CLIPPING]
4520 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4521 args->clip = 1;
4522 else
4523 args->clip = 0;
4525 /* Skip if unused or local, or supported natively */
4526 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4527 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4529 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4530 return;
4533 for(i = 0; i < MAX_CONST_I; i++)
4535 if(int_skip & (1 << i))
4537 args->loop_ctrl[i][0] = 0;
4538 args->loop_ctrl[i][1] = 0;
4539 args->loop_ctrl[i][2] = 0;
4541 else
4543 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4544 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4545 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4550 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4551 const struct wined3d_context *context, const struct wined3d_shader *shader,
4552 struct arb_vs_compile_args *args)
4554 const struct wined3d_device *device = shader->device;
4555 const struct wined3d_adapter *adapter = device->adapter;
4556 const struct wined3d_gl_info *gl_info = context->gl_info;
4557 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4558 int i;
4559 WORD int_skip;
4561 find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super);
4563 args->clip.boolclip_compare = 0;
4564 if (use_ps(state))
4566 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4567 const struct arb_pshader_private *shader_priv = ps->backend_data;
4568 args->ps_signature = shader_priv->input_signature_idx;
4570 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4572 else
4574 args->ps_signature = ~0;
4575 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4576 args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0;
4577 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4580 if (args->clip.boolclip.clip_texcoord)
4582 if (state->render_states[WINED3D_RS_CLIPPING])
4583 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4584 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4587 /* This forces all local boolean constants to 1 to make them stateblock independent */
4588 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4589 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4590 for(i = 0; i < MAX_CONST_B; i++)
4592 if (state->vs_consts_b[i])
4593 args->clip.boolclip.bools |= ( 1 << i);
4596 args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0];
4597 args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1];
4598 args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2];
4599 args->vertex.samplers[3] = 0;
4601 /* Skip if unused or local */
4602 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4603 /* This is about flow control, not clipping. */
4604 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4606 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4607 return;
4610 for(i = 0; i < MAX_CONST_I; i++)
4612 if(int_skip & (1 << i))
4614 args->loop_ctrl[i][0] = 0;
4615 args->loop_ctrl[i][1] = 0;
4616 args->loop_ctrl[i][2] = 0;
4618 else
4620 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4621 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4622 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4627 /* Context activation is done by the caller. */
4628 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4629 const struct wined3d_state *state)
4631 struct shader_arb_priv *priv = shader_priv;
4632 const struct wined3d_gl_info *gl_info = context->gl_info;
4633 int i;
4635 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4636 if (use_ps(state))
4638 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4639 struct arb_ps_compile_args compile_args;
4640 struct arb_ps_compiled_shader *compiled;
4642 TRACE("Using pixel shader %p.\n", ps);
4643 find_arb_ps_compile_args(state, context, ps, &compile_args);
4644 compiled = find_arb_pshader(ps, &compile_args);
4645 priv->current_fprogram_id = compiled->prgId;
4646 priv->compiled_fprog = compiled;
4648 /* Bind the fragment program */
4649 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4650 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4652 if (!priv->use_arbfp_fixed_func)
4653 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4655 /* Enable OpenGL fragment programs. */
4656 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4657 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4659 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4661 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4662 * a 1.x and newer shader, reload the first 8 constants
4664 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4666 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4667 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4668 for(i = 0; i < 8; i++)
4670 priv->pshader_const_dirty[i] = 1;
4672 /* Also takes care of loading local constants */
4673 shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
4675 else
4677 UINT rt_height = state->fb->render_targets[0]->height;
4678 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4681 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4682 if (compiled->np2fixup_info.super.active)
4683 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4685 if (ps->load_local_constsF)
4686 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4688 else
4690 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4692 /* Disable only if we're not using arbfp fixed function fragment
4693 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4694 * enabled, and the fixed function pipeline will bind the fixed
4695 * function replacement shader. */
4696 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4697 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4698 priv->current_fprogram_id = 0;
4700 priv->fragment_pipe->enable_extension(gl_info, TRUE);
4703 if (use_vs(state))
4705 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4706 struct arb_vs_compile_args compile_args;
4707 struct arb_vs_compiled_shader *compiled;
4708 const struct wined3d_shader_signature_element *ps_input_sig;
4710 TRACE("Using vertex shader %p\n", vs);
4711 find_arb_vs_compile_args(state, context, vs, &compile_args);
4713 /* Instead of searching for the signature in the signature list, read the one from the
4714 * current pixel shader. It's maybe not the shader where the signature came from, but it
4715 * is the same signature and faster to find. */
4716 if (compile_args.ps_signature == ~0U)
4717 ps_input_sig = NULL;
4718 else
4719 ps_input_sig = state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4721 compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map,
4722 &compile_args, ps_input_sig);
4723 priv->current_vprogram_id = compiled->prgId;
4724 priv->compiled_vprog = compiled;
4726 /* Bind the vertex program */
4727 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4728 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4730 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4732 /* Enable OpenGL vertex programs */
4733 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4734 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4735 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4736 shader_arb_vs_local_constants(compiled, context, state);
4738 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4739 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4741 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4743 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4744 checkGLcall("glClampColorARB");
4745 } else {
4746 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4750 if (vs->load_local_constsF)
4751 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4753 else
4755 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4757 priv->current_vprogram_id = 0;
4758 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4759 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4761 priv->vertex_pipe->vp_enable(gl_info, TRUE);
4766 /* Context activation is done by the caller. */
4767 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4769 const struct wined3d_gl_info *gl_info = context->gl_info;
4770 struct shader_arb_priv *priv = shader_priv;
4772 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4774 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4775 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4776 priv->current_fprogram_id = 0;
4778 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4780 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4782 priv->current_vprogram_id = 0;
4783 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4784 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4786 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4788 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4790 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4791 checkGLcall("glClampColorARB");
4792 priv->last_vs_color_unclamp = FALSE;
4795 context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
4796 | (1 << WINED3D_SHADER_TYPE_VERTEX)
4797 | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
4800 /* Context activation is done by the caller. */
4801 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4802 enum tex_types tex_type, const SIZE *ds_mask_size)
4804 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4805 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4806 struct shader_arb_priv *priv = shader_priv;
4807 GLuint *blt_fprogram;
4809 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4810 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4811 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4813 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4814 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4815 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4816 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4817 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4820 /* Context activation is done by the caller. */
4821 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4823 struct shader_arb_priv *priv = shader_priv;
4825 if (priv->current_vprogram_id) {
4826 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4827 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4829 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4831 else
4833 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4834 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4837 if (priv->current_fprogram_id) {
4838 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4839 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4841 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4843 else if(!priv->use_arbfp_fixed_func)
4845 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4846 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4850 static void shader_arb_destroy(struct wined3d_shader *shader)
4852 struct wined3d_device *device = shader->device;
4853 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4855 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4857 struct arb_pshader_private *shader_data = shader->backend_data;
4858 UINT i;
4860 if(!shader_data) return; /* This can happen if a shader was never compiled */
4862 if (shader_data->num_gl_shaders)
4864 struct wined3d_context *context = context_acquire(device, NULL);
4866 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4868 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4869 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4872 context_release(context);
4875 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4876 HeapFree(GetProcessHeap(), 0, shader_data);
4877 shader->backend_data = NULL;
4879 else
4881 struct arb_vshader_private *shader_data = shader->backend_data;
4882 UINT i;
4884 if(!shader_data) return; /* This can happen if a shader was never compiled */
4886 if (shader_data->num_gl_shaders)
4888 struct wined3d_context *context = context_acquire(device, NULL);
4890 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4892 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4893 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4896 context_release(context);
4899 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4900 HeapFree(GetProcessHeap(), 0, shader_data);
4901 shader->backend_data = NULL;
4905 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4907 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4908 return compare_sig(key, e->sig);
4911 static const struct wine_rb_functions sig_tree_functions =
4913 wined3d_rb_alloc,
4914 wined3d_rb_realloc,
4915 wined3d_rb_free,
4916 sig_tree_compare
4919 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4920 const struct fragment_pipeline *fragment_pipe)
4922 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4923 struct fragment_caps fragment_caps;
4924 void *vertex_priv, *fragment_priv;
4925 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4927 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4929 ERR("Failed to initialize vertex pipe.\n");
4930 HeapFree(GetProcessHeap(), 0, priv);
4931 return E_FAIL;
4934 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4936 ERR("Failed to initialize fragment pipe.\n");
4937 vertex_pipe->vp_free(device);
4938 HeapFree(GetProcessHeap(), 0, priv);
4939 return E_FAIL;
4942 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4943 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4944 if (!priv->vshader_const_dirty)
4945 goto fail;
4946 memset(priv->vshader_const_dirty, 1,
4947 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4949 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4950 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4951 if (!priv->pshader_const_dirty)
4952 goto fail;
4953 memset(priv->pshader_const_dirty, 1,
4954 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4956 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4958 ERR("RB tree init failed\n");
4959 goto fail;
4962 priv->vertex_pipe = vertex_pipe;
4963 priv->fragment_pipe = fragment_pipe;
4964 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4965 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4967 device->vertex_priv = vertex_priv;
4968 device->fragment_priv = fragment_priv;
4969 device->shader_priv = priv;
4971 return WINED3D_OK;
4973 fail:
4974 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4975 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4976 fragment_pipe->free_private(device);
4977 vertex_pipe->vp_free(device);
4978 HeapFree(GetProcessHeap(), 0, priv);
4979 return E_OUTOFMEMORY;
4982 static void release_signature(struct wine_rb_entry *entry, void *context)
4984 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4985 int i;
4986 for(i = 0; i < MAX_REG_INPUT; i++)
4988 HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4990 HeapFree(GetProcessHeap(), 0, sig->sig);
4991 HeapFree(GetProcessHeap(), 0, sig);
4994 /* Context activation is done by the caller. */
4995 static void shader_arb_free(struct wined3d_device *device)
4997 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4998 struct shader_arb_priv *priv = device->shader_priv;
4999 int i;
5001 if (priv->depth_blt_vprogram_id)
5002 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
5004 for (i = 0; i < tex_type_count; ++i)
5006 if (priv->depth_blt_fprogram_id_full[i])
5008 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
5010 if (priv->depth_blt_fprogram_id_masked[i])
5012 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
5016 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
5017 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
5018 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
5019 priv->fragment_pipe->free_private(device);
5020 priv->vertex_pipe->vp_free(device);
5021 HeapFree(GetProcessHeap(), 0, device->shader_priv);
5024 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
5026 return TRUE;
5029 static void shader_arb_free_context_data(struct wined3d_context *context)
5031 struct shader_arb_priv *priv;
5033 if (!context->swapchain)
5034 return;
5036 priv = context->swapchain->device->shader_priv;
5037 if (priv->last_context == context)
5038 priv->last_context = NULL;
5041 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
5043 if (gl_info->supported[ARB_VERTEX_PROGRAM])
5045 DWORD vs_consts;
5046 UINT vs_version;
5048 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
5049 * for vertex programs. If the native limit is less than that it's
5050 * not very useful, and e.g. Mesa swrast returns 0, probably to
5051 * indicate it's a software implementation. */
5052 if (gl_info->limits.arb_vs_native_constants < 96)
5053 vs_consts = gl_info->limits.arb_vs_float_constants;
5054 else
5055 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
5057 if (gl_info->supported[NV_VERTEX_PROGRAM3])
5059 vs_version = 3;
5060 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
5062 else if (vs_consts >= 256)
5064 /* Shader Model 2.0 requires at least 256 vertex shader constants */
5065 vs_version = 2;
5066 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5068 else
5070 vs_version = 1;
5071 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5073 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
5074 caps->vs_uniform_count = vs_consts;
5076 else
5078 caps->vs_version = 0;
5079 caps->vs_uniform_count = 0;
5082 caps->gs_version = 0;
5084 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5086 DWORD ps_consts;
5087 UINT ps_version;
5089 /* Similar as above for vertex programs, but the minimum for fragment
5090 * programs is 24. */
5091 if (gl_info->limits.arb_ps_native_constants < 24)
5092 ps_consts = gl_info->limits.arb_ps_float_constants;
5093 else
5094 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5096 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5098 ps_version = 3;
5099 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5101 else if (ps_consts >= 32)
5103 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5104 ps_version = 2;
5105 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5107 else
5109 ps_version = 1;
5110 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5112 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
5113 caps->ps_uniform_count = ps_consts;
5114 caps->ps_1x_max_value = 8.0f;
5116 else
5118 caps->ps_version = 0;
5119 caps->ps_uniform_count = 0;
5120 caps->ps_1x_max_value = 0.0f;
5123 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
5124 if (use_nv_clip(gl_info))
5125 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
5128 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5130 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5132 TRACE("Checking support for color_fixup:\n");
5133 dump_color_fixup_desc(fixup);
5136 /* We support everything except complex conversions. */
5137 if (!is_complex_fixup(fixup))
5139 TRACE("[OK]\n");
5140 return TRUE;
5143 TRACE("[FAILED]\n");
5144 return FALSE;
5147 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5148 DWORD shift;
5149 char write_mask[20], regstr[50];
5150 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5151 BOOL is_color = FALSE;
5152 const struct wined3d_shader_dst_param *dst;
5154 if (!ins->dst_count) return;
5156 dst = &ins->dst[0];
5157 shift = dst->shift;
5158 if (!shift) return; /* Saturate alone is handled by the instructions */
5160 shader_arb_get_write_mask(ins, dst, write_mask);
5161 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5163 /* Generate a line that does the output modifier computation
5164 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5165 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5167 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5168 regstr, write_mask, regstr, shift_tab[shift]);
5171 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5173 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5174 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5175 /* WINED3DSIH_AND */ NULL,
5176 /* WINED3DSIH_BEM */ pshader_hw_bem,
5177 /* WINED3DSIH_BREAK */ shader_hw_break,
5178 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5179 /* WINED3DSIH_BREAKP */ NULL,
5180 /* WINED3DSIH_CALL */ shader_hw_call,
5181 /* WINED3DSIH_CALLNZ */ NULL,
5182 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5183 /* WINED3DSIH_CND */ pshader_hw_cnd,
5184 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5185 /* WINED3DSIH_CUT */ NULL,
5186 /* WINED3DSIH_DCL */ shader_hw_nop,
5187 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5188 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5189 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5190 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5191 /* WINED3DSIH_DEF */ shader_hw_nop,
5192 /* WINED3DSIH_DEFB */ shader_hw_nop,
5193 /* WINED3DSIH_DEFI */ shader_hw_nop,
5194 /* WINED3DSIH_DIV */ NULL,
5195 /* WINED3DSIH_DP2 */ NULL,
5196 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5197 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5198 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5199 /* WINED3DSIH_DST */ shader_hw_map2gl,
5200 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5201 /* WINED3DSIH_DSY */ shader_hw_dsy,
5202 /* WINED3DSIH_ELSE */ shader_hw_else,
5203 /* WINED3DSIH_EMIT */ NULL,
5204 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5205 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5206 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5207 /* WINED3DSIH_EQ */ NULL,
5208 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5209 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5210 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5211 /* WINED3DSIH_FTOI */ NULL,
5212 /* WINED3DSIH_GE */ NULL,
5213 /* WINED3DSIH_IADD */ NULL,
5214 /* WINED3DSIH_IEQ */ NULL,
5215 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5216 /* WINED3DSIH_IFC */ shader_hw_ifc,
5217 /* WINED3DSIH_IGE */ NULL,
5218 /* WINED3DSIH_IMUL */ NULL,
5219 /* WINED3DSIH_ISHL */ NULL,
5220 /* WINED3DSIH_ITOF */ NULL,
5221 /* WINED3DSIH_LABEL */ shader_hw_label,
5222 /* WINED3DSIH_LD */ NULL,
5223 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5224 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5225 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5226 /* WINED3DSIH_LOOP */ shader_hw_loop,
5227 /* WINED3DSIH_LRP */ shader_hw_lrp,
5228 /* WINED3DSIH_LT */ NULL,
5229 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5230 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5231 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5232 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5233 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5234 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5235 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5236 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5237 /* WINED3DSIH_MOV */ shader_hw_mov,
5238 /* WINED3DSIH_MOVA */ shader_hw_mov,
5239 /* WINED3DSIH_MOVC */ NULL,
5240 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5241 /* WINED3DSIH_NOP */ shader_hw_nop,
5242 /* WINED3DSIH_NRM */ shader_hw_nrm,
5243 /* WINED3DSIH_PHASE */ shader_hw_nop,
5244 /* WINED3DSIH_POW */ shader_hw_pow,
5245 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5246 /* WINED3DSIH_REP */ shader_hw_rep,
5247 /* WINED3DSIH_RET */ shader_hw_ret,
5248 /* WINED3DSIH_ROUND_NI */ NULL,
5249 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5250 /* WINED3DSIH_SAMPLE */ NULL,
5251 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5252 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5253 /* WINED3DSIH_SETP */ NULL,
5254 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5255 /* WINED3DSIH_SGN */ shader_hw_sgn,
5256 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5257 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5258 /* WINED3DSIH_SQRT */ NULL,
5259 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5260 /* WINED3DSIH_TEX */ pshader_hw_tex,
5261 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5262 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5263 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5264 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5265 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5266 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5267 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5268 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5269 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5270 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5271 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5272 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5273 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5274 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5275 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5276 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5277 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5278 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5279 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5280 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5281 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5282 /* WINED3DSIH_UDIV */ NULL,
5283 /* WINED3DSIH_UGE */ NULL,
5284 /* WINED3DSIH_USHR */ NULL,
5285 /* WINED3DSIH_UTOF */ NULL,
5286 /* WINED3DSIH_XOR */ NULL,
5289 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5290 const struct wined3d_shader *shader, DWORD idx)
5292 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5293 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5294 const struct wined3d_shader_lconst *constant;
5295 WORD bools = 0;
5296 WORD flag = (1 << idx);
5297 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5299 if (reg_maps->local_bool_consts & flag)
5301 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5302 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5304 if (constant->idx == idx)
5306 return constant->value[0];
5309 ERR("Local constant not found\n");
5310 return FALSE;
5312 else
5314 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5315 else bools = priv->cur_ps_args->bools;
5316 return bools & flag;
5320 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5321 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5323 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5324 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5326 /* Integer constants can either be a local constant, or they can be stored in the shader
5327 * type specific compile args. */
5328 if (reg_maps->local_int_consts & (1 << idx))
5330 const struct wined3d_shader_lconst *constant;
5332 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5334 if (constant->idx == idx)
5336 loop_control->count = constant->value[0];
5337 loop_control->start = constant->value[1];
5338 /* Step is signed. */
5339 loop_control->step = (int)constant->value[2];
5340 return;
5343 /* If this happens the flag was set incorrectly */
5344 ERR("Local constant not found\n");
5345 loop_control->count = 0;
5346 loop_control->start = 0;
5347 loop_control->step = 0;
5348 return;
5351 switch (reg_maps->shader_version.type)
5353 case WINED3D_SHADER_TYPE_VERTEX:
5354 /* Count and aL start value are unsigned */
5355 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5356 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5357 /* Step is signed. */
5358 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5359 break;
5361 case WINED3D_SHADER_TYPE_PIXEL:
5362 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5363 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5364 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5365 break;
5367 default:
5368 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5369 break;
5373 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5375 unsigned int i;
5376 struct wined3d_shader_dst_param *dst_param = NULL;
5377 struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5378 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5379 if(!rec)
5381 ERR("Out of memory\n");
5382 return;
5385 rec->ins = *ins;
5386 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5387 if(!dst_param) goto free;
5388 *dst_param = *ins->dst;
5389 if (ins->dst->reg.idx[0].rel_addr)
5391 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5392 if (!rel_addr)
5393 goto free;
5394 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5395 dst_param->reg.idx[0].rel_addr = rel_addr;
5397 rec->ins.dst = dst_param;
5399 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5400 if (!src_param)
5401 goto free;
5402 for (i = 0; i < ins->src_count; ++i)
5404 src_param[i] = ins->src[i];
5405 if (ins->src[i].reg.idx[0].rel_addr)
5407 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5408 if (!rel_addr)
5409 goto free;
5410 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5411 src_param[i].reg.idx[0].rel_addr = rel_addr;
5414 rec->ins.src = src_param;
5415 list_add_tail(list, &rec->entry);
5416 return;
5418 free:
5419 ERR("Out of memory\n");
5420 if(dst_param)
5422 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5423 HeapFree(GetProcessHeap(), 0, dst_param);
5425 if(src_param)
5427 for(i = 0; i < ins->src_count; i++)
5429 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5431 HeapFree(GetProcessHeap(), 0, src_param);
5433 HeapFree(GetProcessHeap(), 0, rec);
5436 static void free_recorded_instruction(struct list *list)
5438 struct recorded_instruction *rec_ins, *entry2;
5439 unsigned int i;
5441 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5443 list_remove(&rec_ins->entry);
5444 if (rec_ins->ins.dst)
5446 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5447 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5449 if (rec_ins->ins.src)
5451 for (i = 0; i < rec_ins->ins.src_count; ++i)
5453 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5455 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5457 HeapFree(GetProcessHeap(), 0, rec_ins);
5461 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5463 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5464 struct control_frame *control_frame;
5466 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5468 struct list *e = list_head(&priv->control_frames);
5469 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5470 list_remove(&control_frame->entry);
5471 HeapFree(GetProcessHeap(), 0, control_frame);
5472 priv->loop_depth--;
5474 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5476 /* Non-ifc ENDIFs were already handled previously. */
5477 struct list *e = list_head(&priv->control_frames);
5478 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5479 list_remove(&control_frame->entry);
5480 HeapFree(GetProcessHeap(), 0, control_frame);
5484 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5485 SHADER_HANDLER hw_fct;
5486 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5487 const struct wined3d_shader *shader = ins->ctx->shader;
5488 struct control_frame *control_frame;
5489 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5490 BOOL bool_const;
5492 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5494 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5495 list_add_head(&priv->control_frames, &control_frame->entry);
5497 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5498 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5500 if(priv->target_version >= NV2)
5502 control_frame->no.loop = priv->num_loops++;
5503 priv->loop_depth++;
5505 else
5507 /* Don't bother recording when we're in a not used if branch */
5508 if(priv->muted)
5510 return;
5513 if(!priv->recording)
5515 list_init(&priv->record);
5516 priv->recording = TRUE;
5517 control_frame->outer_loop = TRUE;
5518 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5519 return; /* Instruction is handled */
5521 /* Record this loop in the outer loop's recording */
5524 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5526 if(priv->target_version >= NV2)
5528 /* Nothing to do. The control frame is popped after the HW instr handler */
5530 else
5532 struct list *e = list_head(&priv->control_frames);
5533 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5534 list_remove(&control_frame->entry);
5536 if(control_frame->outer_loop)
5538 unsigned int iteration;
5539 int aL = 0;
5540 struct list copy;
5542 /* Turn off recording before playback */
5543 priv->recording = FALSE;
5545 /* Move the recorded instructions to a separate list and get them out of the private data
5546 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5547 * be recorded again, thus priv->record might be overwritten
5549 list_init(&copy);
5550 list_move_tail(&copy, &priv->record);
5551 list_init(&priv->record);
5553 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5555 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5556 control_frame->loop_control.count, control_frame->loop_control.start,
5557 control_frame->loop_control.step);
5558 aL = control_frame->loop_control.start;
5560 else
5562 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5565 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5567 struct recorded_instruction *rec_ins;
5568 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5570 priv->aL = aL;
5571 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5573 else
5575 shader_addline(buffer, "#Iteration %u\n", iteration);
5578 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5580 shader_arb_handle_instruction(&rec_ins->ins);
5583 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5585 aL += control_frame->loop_control.step;
5588 shader_addline(buffer, "#end loop/rep\n");
5590 free_recorded_instruction(&copy);
5591 HeapFree(GetProcessHeap(), 0, control_frame);
5592 return; /* Instruction is handled */
5594 else
5596 /* This is a nested loop. Proceed to the normal recording function */
5597 HeapFree(GetProcessHeap(), 0, control_frame);
5602 if(priv->recording)
5604 record_instruction(&priv->record, ins);
5605 return;
5608 /* boolean if */
5609 if(ins->handler_idx == WINED3DSIH_IF)
5611 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5612 list_add_head(&priv->control_frames, &control_frame->entry);
5613 control_frame->type = IF;
5615 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5616 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5617 bool_const = !bool_const;
5618 if (!priv->muted && !bool_const)
5620 shader_addline(buffer, "#if(FALSE){\n");
5621 priv->muted = TRUE;
5622 control_frame->muting = TRUE;
5624 else shader_addline(buffer, "#if(TRUE) {\n");
5626 return; /* Instruction is handled */
5628 else if(ins->handler_idx == WINED3DSIH_IFC)
5630 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5631 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5632 control_frame->type = IFC;
5633 control_frame->no.ifc = priv->num_ifcs++;
5634 list_add_head(&priv->control_frames, &control_frame->entry);
5636 else if(ins->handler_idx == WINED3DSIH_ELSE)
5638 struct list *e = list_head(&priv->control_frames);
5639 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5641 if(control_frame->type == IF)
5643 shader_addline(buffer, "#} else {\n");
5644 if(!priv->muted && !control_frame->muting)
5646 priv->muted = TRUE;
5647 control_frame->muting = TRUE;
5649 else if(control_frame->muting) priv->muted = FALSE;
5650 return; /* Instruction is handled. */
5652 /* In case of an ifc, generate a HW shader instruction */
5653 if (control_frame->type != IFC)
5654 ERR("Control frame does not match.\n");
5656 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5658 struct list *e = list_head(&priv->control_frames);
5659 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5661 if(control_frame->type == IF)
5663 shader_addline(buffer, "#} endif\n");
5664 if(control_frame->muting) priv->muted = FALSE;
5665 list_remove(&control_frame->entry);
5666 HeapFree(GetProcessHeap(), 0, control_frame);
5667 return; /* Instruction is handled */
5669 /* In case of an ifc, generate a HW shader instruction */
5670 if (control_frame->type != IFC)
5671 ERR("Control frame does not match.\n");
5674 if(priv->muted)
5676 pop_control_frame(ins);
5677 return;
5680 /* Select handler */
5681 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5683 /* Unhandled opcode */
5684 if (!hw_fct)
5686 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5687 return;
5689 hw_fct(ins);
5691 pop_control_frame(ins);
5693 shader_arb_add_instruction_modifiers(ins);
5696 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5698 struct shader_arb_priv *priv = shader_priv;
5700 return priv->ffp_proj_control;
5703 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5705 shader_arb_handle_instruction,
5706 shader_arb_select,
5707 shader_arb_disable,
5708 shader_arb_select_depth_blt,
5709 shader_arb_deselect_depth_blt,
5710 shader_arb_update_float_vertex_constants,
5711 shader_arb_update_float_pixel_constants,
5712 shader_arb_load_constants,
5713 shader_arb_destroy,
5714 shader_arb_alloc,
5715 shader_arb_free,
5716 shader_arb_allocate_context_data,
5717 shader_arb_free_context_data,
5718 shader_arb_get_caps,
5719 shader_arb_color_fixup_supported,
5720 shader_arb_has_ffp_proj_control,
5723 /* ARB_fragment_program fixed function pipeline replacement definitions */
5724 #define ARB_FFP_CONST_TFACTOR 0
5725 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
5726 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5727 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5728 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5730 struct arbfp_ffp_desc
5732 struct ffp_frag_desc parent;
5733 GLuint shader;
5736 /* Context activation is done by the caller. */
5737 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5739 if (enable)
5741 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5742 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5744 else
5746 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5747 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5751 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5753 struct shader_arb_priv *priv;
5755 /* Share private data between the shader backend and the pipeline
5756 * replacement, if both are the arb implementation. This is needed to
5757 * figure out whether ARBfp should be disabled if no pixel shader is bound
5758 * or not. */
5759 if (shader_backend == &arb_program_shader_backend)
5760 priv = shader_priv;
5761 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5762 return NULL;
5764 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5766 ERR("Failed to initialize rbtree.\n");
5767 if (priv != shader_priv)
5768 HeapFree(GetProcessHeap(), 0, priv);
5769 return NULL;
5771 priv->use_arbfp_fixed_func = TRUE;
5773 return priv;
5776 /* Context activation is done by the caller. */
5777 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5779 const struct wined3d_gl_info *gl_info = context;
5780 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5782 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5783 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5784 HeapFree(GetProcessHeap(), 0, entry_arb);
5787 /* Context activation is done by the caller. */
5788 static void arbfp_free(struct wined3d_device *device)
5790 struct shader_arb_priv *priv = device->fragment_priv;
5792 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5793 priv->use_arbfp_fixed_func = FALSE;
5795 if (device->shader_backend != &arb_program_shader_backend)
5797 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5801 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5803 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5804 | WINED3D_FRAGMENT_CAP_SRGB_WRITE;
5805 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5806 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5807 WINED3DTEXOPCAPS_SELECTARG1 |
5808 WINED3DTEXOPCAPS_SELECTARG2 |
5809 WINED3DTEXOPCAPS_MODULATE4X |
5810 WINED3DTEXOPCAPS_MODULATE2X |
5811 WINED3DTEXOPCAPS_MODULATE |
5812 WINED3DTEXOPCAPS_ADDSIGNED2X |
5813 WINED3DTEXOPCAPS_ADDSIGNED |
5814 WINED3DTEXOPCAPS_ADD |
5815 WINED3DTEXOPCAPS_SUBTRACT |
5816 WINED3DTEXOPCAPS_ADDSMOOTH |
5817 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5818 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5819 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5820 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5821 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5822 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5823 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5824 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5825 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5826 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5827 WINED3DTEXOPCAPS_MULTIPLYADD |
5828 WINED3DTEXOPCAPS_LERP |
5829 WINED3DTEXOPCAPS_BUMPENVMAP |
5830 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5832 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5834 caps->MaxTextureBlendStages = 8;
5835 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5838 static void state_texfactor_arbfp(struct wined3d_context *context,
5839 const struct wined3d_state *state, DWORD state_id)
5841 struct wined3d_device *device = context->swapchain->device;
5842 const struct wined3d_gl_info *gl_info = context->gl_info;
5843 float col[4];
5845 /* Don't load the parameter if we're using an arbfp pixel shader,
5846 * otherwise we'll overwrite application provided constants. */
5847 if (device->shader_backend == &arb_program_shader_backend)
5849 struct shader_arb_priv *priv;
5851 if (use_ps(state)) return;
5853 priv = device->shader_priv;
5854 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5855 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5858 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5859 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5860 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5863 static void state_arb_specularenable(struct wined3d_context *context,
5864 const struct wined3d_state *state, DWORD state_id)
5866 struct wined3d_device *device = context->swapchain->device;
5867 const struct wined3d_gl_info *gl_info = context->gl_info;
5868 float col[4];
5870 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5871 * application provided constants
5873 if (device->shader_backend == &arb_program_shader_backend)
5875 struct shader_arb_priv *priv;
5877 if (use_ps(state)) return;
5879 priv = device->shader_priv;
5880 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5881 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5884 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5886 /* The specular color has no alpha */
5887 col[0] = 1.0f; col[1] = 1.0f;
5888 col[2] = 1.0f; col[3] = 0.0f;
5889 } else {
5890 col[0] = 0.0f; col[1] = 0.0f;
5891 col[2] = 0.0f; col[3] = 0.0f;
5893 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5894 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5897 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5899 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5900 struct wined3d_device *device = context->swapchain->device;
5901 const struct wined3d_gl_info *gl_info = context->gl_info;
5902 float mat[2][2];
5904 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5906 if (device->shader_backend == &arb_program_shader_backend)
5908 struct shader_arb_priv *priv = device->shader_priv;
5910 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5911 if (use_ps(state))
5912 return;
5914 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5915 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5918 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5919 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5920 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5921 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5923 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5924 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5927 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5928 const struct wined3d_state *state, DWORD state_id)
5930 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5931 struct wined3d_device *device = context->swapchain->device;
5932 const struct wined3d_gl_info *gl_info = context->gl_info;
5933 float param[4];
5935 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5937 if (device->shader_backend == &arb_program_shader_backend)
5939 struct shader_arb_priv *priv = device->shader_priv;
5941 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5942 if (use_ps(state))
5943 return;
5945 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5946 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5949 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5950 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5951 param[2] = 0.0f;
5952 param[3] = 0.0f;
5954 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5955 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5958 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5960 const char *ret;
5962 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5964 switch(arg & WINED3DTA_SELECTMASK) {
5965 case WINED3DTA_DIFFUSE:
5966 ret = "fragment.color.primary"; break;
5968 case WINED3DTA_CURRENT:
5969 if (!stage) ret = "fragment.color.primary";
5970 else ret = "ret";
5971 break;
5973 case WINED3DTA_TEXTURE:
5974 switch(stage) {
5975 case 0: ret = "tex0"; break;
5976 case 1: ret = "tex1"; break;
5977 case 2: ret = "tex2"; break;
5978 case 3: ret = "tex3"; break;
5979 case 4: ret = "tex4"; break;
5980 case 5: ret = "tex5"; break;
5981 case 6: ret = "tex6"; break;
5982 case 7: ret = "tex7"; break;
5983 default: ret = "unknown texture";
5985 break;
5987 case WINED3DTA_TFACTOR:
5988 ret = "tfactor"; break;
5990 case WINED3DTA_SPECULAR:
5991 ret = "fragment.color.secondary"; break;
5993 case WINED3DTA_TEMP:
5994 ret = "tempreg"; break;
5996 case WINED3DTA_CONSTANT:
5997 FIXME("Implement perstage constants\n");
5998 switch(stage) {
5999 case 0: ret = "const0"; break;
6000 case 1: ret = "const1"; break;
6001 case 2: ret = "const2"; break;
6002 case 3: ret = "const3"; break;
6003 case 4: ret = "const4"; break;
6004 case 5: ret = "const5"; break;
6005 case 6: ret = "const6"; break;
6006 case 7: ret = "const7"; break;
6007 default: ret = "unknown constant";
6009 break;
6011 default:
6012 return "unknown";
6015 if(arg & WINED3DTA_COMPLEMENT) {
6016 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6017 if(argnum == 0) ret = "arg0";
6018 if(argnum == 1) ret = "arg1";
6019 if(argnum == 2) ret = "arg2";
6021 if(arg & WINED3DTA_ALPHAREPLICATE) {
6022 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6023 if(argnum == 0) ret = "arg0";
6024 if(argnum == 1) ret = "arg1";
6025 if(argnum == 2) ret = "arg2";
6027 return ret;
6030 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
6031 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6033 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6034 unsigned int mul = 1;
6036 if(color && alpha) dstmask = "";
6037 else if(color) dstmask = ".xyz";
6038 else dstmask = ".w";
6040 if(dst == tempreg) dstreg = "tempreg";
6041 else dstreg = "ret";
6043 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6044 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6045 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6047 switch (op)
6049 case WINED3D_TOP_DISABLE:
6050 if (!stage)
6051 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
6052 break;
6054 case WINED3D_TOP_SELECT_ARG2:
6055 arg1 = arg2;
6056 /* FALLTHROUGH */
6057 case WINED3D_TOP_SELECT_ARG1:
6058 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6059 break;
6061 case WINED3D_TOP_MODULATE_4X:
6062 mul = 2;
6063 /* FALLTHROUGH */
6064 case WINED3D_TOP_MODULATE_2X:
6065 mul *= 2;
6066 /* FALLTHROUGH */
6067 case WINED3D_TOP_MODULATE:
6068 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6069 break;
6071 case WINED3D_TOP_ADD_SIGNED_2X:
6072 mul = 2;
6073 /* FALLTHROUGH */
6074 case WINED3D_TOP_ADD_SIGNED:
6075 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6076 arg2 = "arg2";
6077 /* FALLTHROUGH */
6078 case WINED3D_TOP_ADD:
6079 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6080 break;
6082 case WINED3D_TOP_SUBTRACT:
6083 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6084 break;
6086 case WINED3D_TOP_ADD_SMOOTH:
6087 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6088 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6089 break;
6091 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6092 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6093 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6094 break;
6095 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6096 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6097 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6098 break;
6099 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6100 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6101 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6102 break;
6103 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6104 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6105 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6106 break;
6108 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6109 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6110 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6111 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6112 break;
6114 /* D3DTOP_PREMODULATE ???? */
6116 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6117 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6118 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6119 break;
6120 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6121 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6122 break;
6123 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6124 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6125 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6126 break;
6127 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6128 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6129 break;
6131 case WINED3D_TOP_DOTPRODUCT3:
6132 mul = 4;
6133 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6134 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6135 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6136 break;
6138 case WINED3D_TOP_MULTIPLY_ADD:
6139 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6140 break;
6142 case WINED3D_TOP_LERP:
6143 /* The msdn is not quite right here */
6144 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6145 break;
6147 case WINED3D_TOP_BUMPENVMAP:
6148 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6149 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6150 break;
6152 default:
6153 FIXME("Unhandled texture op %08x\n", op);
6156 if (mul == 2)
6157 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6158 else if (mul == 4)
6159 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6162 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6164 unsigned int stage;
6165 struct wined3d_shader_buffer buffer;
6166 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6167 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6168 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6169 UINT lowest_disabled_stage;
6170 const char *textype;
6171 const char *instr;
6172 char colorcor_dst[8];
6173 GLuint ret;
6174 DWORD arg0, arg1, arg2;
6175 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6176 BOOL op_equal;
6177 const char *final_combiner_src = "ret";
6178 GLint pos;
6179 BOOL custom_linear_fog = FALSE;
6181 /* Find out which textures are read */
6182 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6184 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6185 break;
6186 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6187 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6188 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6189 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6190 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6191 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6193 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6194 tex_read[stage] = TRUE;
6195 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6196 tex_read[stage] = TRUE;
6197 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6199 bump_used[stage] = TRUE;
6200 tex_read[stage] = TRUE;
6202 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6204 bump_used[stage] = TRUE;
6205 tex_read[stage] = TRUE;
6206 luminance_used[stage] = TRUE;
6208 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6210 tfactor_used = TRUE;
6213 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6214 tfactor_used = TRUE;
6217 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6218 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6219 tempreg_used = TRUE;
6222 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6223 continue;
6224 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6225 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6226 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6227 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6228 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6229 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6231 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6232 tempreg_used = TRUE;
6234 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6235 tfactor_used = TRUE;
6238 lowest_disabled_stage = stage;
6240 /* Shader header */
6241 if (!shader_buffer_init(&buffer))
6243 ERR("Failed to initialize shader buffer.\n");
6244 return 0;
6247 shader_addline(&buffer, "!!ARBfp1.0\n");
6249 switch (settings->fog)
6251 case WINED3D_FFP_PS_FOG_OFF: break;
6252 case WINED3D_FFP_PS_FOG_LINEAR:
6253 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6255 custom_linear_fog = TRUE;
6256 break;
6258 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6259 break;
6261 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6262 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6263 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6266 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6267 shader_addline(&buffer, "TEMP TMP;\n");
6268 shader_addline(&buffer, "TEMP ret;\n");
6269 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6270 shader_addline(&buffer, "TEMP arg0;\n");
6271 shader_addline(&buffer, "TEMP arg1;\n");
6272 shader_addline(&buffer, "TEMP arg2;\n");
6273 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6274 if(!tex_read[stage]) continue;
6275 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6276 if(!bump_used[stage]) continue;
6277 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6278 if(!luminance_used[stage]) continue;
6279 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6281 if(tfactor_used) {
6282 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6284 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6286 if (settings->sRGB_write)
6288 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6289 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
6290 shader_addline(&buffer, ";\n");
6291 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6292 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
6293 shader_addline(&buffer, ";\n");
6296 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6297 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6299 /* Generate texture sampling instructions) */
6300 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6302 if (!tex_read[stage])
6303 continue;
6305 switch(settings->op[stage].tex_type) {
6306 case tex_1d: textype = "1D"; break;
6307 case tex_2d: textype = "2D"; break;
6308 case tex_3d: textype = "3D"; break;
6309 case tex_cube: textype = "CUBE"; break;
6310 case tex_rect: textype = "RECT"; break;
6311 default: textype = "unexpected_textype"; break;
6314 if(settings->op[stage].projected == proj_none) {
6315 instr = "TEX";
6316 } else if(settings->op[stage].projected == proj_count4 ||
6317 settings->op[stage].projected == proj_count3) {
6318 instr = "TXP";
6319 } else {
6320 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6321 instr = "TXP";
6324 if (stage > 0
6325 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6326 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6328 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6329 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6330 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6331 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6333 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6334 * so multiply the displacement with the dividing parameter before passing it to TXP
6336 if (settings->op[stage].projected != proj_none) {
6337 if(settings->op[stage].projected == proj_count4) {
6338 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6339 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6340 } else {
6341 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6342 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6344 } else {
6345 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6348 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6349 instr, stage, stage, textype);
6350 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6352 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6353 stage - 1, stage - 1, stage - 1);
6354 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6356 } else if(settings->op[stage].projected == proj_count3) {
6357 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6358 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6359 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6360 instr, stage, stage, textype);
6361 } else {
6362 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6363 instr, stage, stage, stage, textype);
6366 sprintf(colorcor_dst, "tex%u", stage);
6367 gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6368 settings->op[stage].color_fixup);
6371 /* Generate the main shader */
6372 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6374 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6376 if (!stage)
6377 final_combiner_src = "fragment.color.primary";
6378 break;
6381 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6382 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6383 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6384 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6385 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6386 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6387 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6388 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6389 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6390 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6391 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6392 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6393 else
6394 op_equal = settings->op[stage].aop == settings->op[stage].cop
6395 && settings->op[stage].carg0 == settings->op[stage].aarg0
6396 && settings->op[stage].carg1 == settings->op[stage].aarg1
6397 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6399 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6401 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6402 settings->op[stage].cop, settings->op[stage].carg0,
6403 settings->op[stage].carg1, settings->op[stage].carg2);
6404 if (!stage)
6405 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6407 else if (op_equal)
6409 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6410 settings->op[stage].cop, settings->op[stage].carg0,
6411 settings->op[stage].carg1, settings->op[stage].carg2);
6412 } else {
6413 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6414 settings->op[stage].cop, settings->op[stage].carg0,
6415 settings->op[stage].carg1, settings->op[stage].carg2);
6416 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6417 settings->op[stage].aop, settings->op[stage].aarg0,
6418 settings->op[stage].aarg1, settings->op[stage].aarg2);
6422 if (settings->sRGB_write || custom_linear_fog)
6424 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6425 if (settings->sRGB_write)
6426 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6427 if (custom_linear_fog)
6428 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6429 shader_addline(&buffer, "MOV result.color, ret;\n");
6431 else
6433 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n",
6434 final_combiner_src);
6437 /* Footer */
6438 shader_addline(&buffer, "END\n");
6440 /* Generate the shader */
6441 GL_EXTCALL(glGenProgramsARB(1, &ret));
6442 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6443 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6444 strlen(buffer.buffer), buffer.buffer));
6445 checkGLcall("glProgramStringARB()");
6447 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6448 if (pos != -1)
6450 FIXME("Fragment program error at position %d: %s\n\n", pos,
6451 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6452 shader_arb_dump_program_source(buffer.buffer);
6454 else
6456 GLint native;
6458 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6459 checkGLcall("glGetProgramivARB()");
6460 if (!native) WARN("Program exceeds native resource limits.\n");
6463 shader_buffer_free(&buffer);
6464 return ret;
6467 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6469 const struct wined3d_device *device = context->swapchain->device;
6470 const struct wined3d_gl_info *gl_info = context->gl_info;
6471 struct shader_arb_priv *priv = device->fragment_priv;
6472 BOOL use_pshader = use_ps(state);
6473 struct ffp_frag_settings settings;
6474 const struct arbfp_ffp_desc *desc;
6475 unsigned int i;
6477 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6479 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6481 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6483 /* Reload fixed function constants since they collide with the
6484 * pixel shader constants. */
6485 for (i = 0; i < MAX_TEXTURES; ++i)
6487 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6489 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6490 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6492 else if (use_pshader)
6494 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
6496 return;
6499 if (!use_pshader)
6501 /* Find or create a shader implementing the fixed function pipeline
6502 * settings, then activate it. */
6503 gen_ffp_frag_op(context, state, &settings, FALSE);
6504 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6505 if(!desc) {
6506 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6507 if (!new_desc)
6509 ERR("Out of memory\n");
6510 return;
6513 new_desc->parent.settings = settings;
6514 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6515 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6516 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6517 desc = new_desc;
6520 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6521 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6522 * deactivate it.
6524 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6525 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6526 priv->current_fprogram_id = desc->shader;
6528 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6530 /* Reload fixed function constants since they collide with the
6531 * pixel shader constants. */
6532 for (i = 0; i < MAX_TEXTURES; ++i)
6534 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6536 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6537 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6539 context->last_was_pshader = FALSE;
6541 else if (!context->last_was_pshader)
6543 if (device->shader_backend == &arb_program_shader_backend)
6544 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6545 context->last_was_pshader = TRUE;
6548 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
6551 /* We can't link the fog states to the fragment state directly since the
6552 * vertex pipeline links them to FOGENABLE. A different linking in different
6553 * pipeline parts can't be expressed in the combined state table, so we need
6554 * to handle that with a forwarding function. The other invisible side effect
6555 * is that changing the fog start and fog end (which links to FOGENABLE in
6556 * vertex) results in the fragment_prog_arbfp function being called because
6557 * FOGENABLE is dirty, which calls this function here. */
6558 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6560 enum fogsource new_source;
6561 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6562 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6564 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6566 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6567 fragment_prog_arbfp(context, state, state_id);
6569 if (!state->render_states[WINED3D_RS_FOGENABLE])
6570 return;
6572 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6574 if (use_vs(state))
6576 new_source = FOGSOURCE_VS;
6578 else
6580 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6581 new_source = FOGSOURCE_COORD;
6582 else
6583 new_source = FOGSOURCE_FFP;
6586 else
6588 new_source = FOGSOURCE_FFP;
6591 if (new_source != context->fog_source || fogstart == fogend)
6593 context->fog_source = new_source;
6594 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6598 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6600 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6601 fragment_prog_arbfp(context, state, state_id);
6604 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6606 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6607 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6608 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6609 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6610 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6611 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6612 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6613 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6614 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6615 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6616 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6617 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6618 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6619 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6620 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6621 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6622 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6623 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6624 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6625 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6626 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6627 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6628 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6629 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6630 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6631 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6632 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6633 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6634 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6635 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6636 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6637 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6638 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6639 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6640 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6641 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6642 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6643 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6644 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6645 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6646 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6647 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6648 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6649 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6650 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6651 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6652 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6653 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6654 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6655 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6656 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6657 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6658 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6659 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6660 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6661 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6662 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6663 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6664 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6665 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6666 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6667 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6668 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6669 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6670 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6671 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6672 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6673 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6674 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6675 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6676 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6677 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6678 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6679 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6680 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6681 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6682 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6683 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6684 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6685 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6686 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6687 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6688 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6689 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6690 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6691 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6692 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6693 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6694 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6695 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6696 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6697 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6698 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6699 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6700 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6701 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6702 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6703 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6704 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6727 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6728 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6729 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6730 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6732 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6733 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6734 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6735 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6736 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6737 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6739 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6740 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6741 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6742 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6743 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6744 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6745 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6746 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6749 const struct fragment_pipeline arbfp_fragment_pipeline = {
6750 arbfp_enable,
6751 arbfp_get_caps,
6752 arbfp_alloc,
6753 arbfp_free,
6754 shader_arb_color_fixup_supported,
6755 arbfp_fragmentstate_template,
6758 struct arbfp_blit_type
6760 enum complex_fixup fixup;
6761 GLenum textype;
6764 struct arbfp_blit_desc
6766 GLenum shader;
6767 struct arbfp_blit_type type;
6768 struct wine_rb_entry entry;
6771 struct arbfp_blit_priv
6773 struct wine_rb_tree shaders;
6774 GLuint palette_texture;
6777 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6779 const struct arbfp_blit_type *ka = key;
6780 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6782 if (ka->fixup != kb->fixup)
6783 return ka->fixup < kb->fixup ? -1 : 1;
6784 if (ka->textype != kb->textype)
6785 return ka->textype < kb->textype ? -1 : 1;
6786 return 0;
6789 /* Context activation is done by the caller. */
6790 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *context)
6792 const struct wined3d_gl_info *gl_info = context;
6793 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6795 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6796 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6797 HeapFree(GetProcessHeap(), 0, entry_arb);
6800 static const struct wine_rb_functions wined3d_arbfp_blit_rb_functions =
6802 wined3d_rb_alloc,
6803 wined3d_rb_realloc,
6804 wined3d_rb_free,
6805 arbfp_blit_type_compare,
6808 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6810 struct arbfp_blit_priv *priv;
6812 if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
6813 return E_OUTOFMEMORY;
6815 if (wine_rb_init(&priv->shaders, &wined3d_arbfp_blit_rb_functions) == -1)
6817 ERR("Failed to initialize rbtree.\n");
6818 HeapFree(GetProcessHeap(), 0, priv);
6819 return E_OUTOFMEMORY;
6822 device->blit_priv = priv;
6824 return WINED3D_OK;
6827 /* Context activation is done by the caller. */
6828 static void arbfp_blit_free(struct wined3d_device *device)
6830 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6831 struct arbfp_blit_priv *priv = device->blit_priv;
6833 wine_rb_destroy(&priv->shaders, arbfp_free_blit_shader, &device->adapter->gl_info);
6834 checkGLcall("Delete blit programs");
6836 if (priv->palette_texture)
6837 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6839 HeapFree(GetProcessHeap(), 0, device->blit_priv);
6840 device->blit_priv = NULL;
6843 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6844 GLenum textype, char *luminance)
6846 char chroma;
6847 const char *tex, *texinstr;
6849 if (fixup == COMPLEX_FIXUP_UYVY) {
6850 chroma = 'x';
6851 *luminance = 'w';
6852 } else {
6853 chroma = 'w';
6854 *luminance = 'x';
6856 switch(textype) {
6857 case GL_TEXTURE_2D: tex = "2D"; texinstr = "TXP"; break;
6858 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; texinstr = "TEX"; break;
6859 default:
6860 /* This is more tricky than just replacing the texture type - we have to navigate
6861 * properly in the texture to find the correct chroma values
6863 FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6864 return FALSE;
6867 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6868 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6869 * filtering when we sample the texture.
6871 * These are the rules for reading the chroma:
6873 * Even pixel: Cr
6874 * Even pixel: U
6875 * Odd pixel: V
6877 * So we have to get the sampling x position in non-normalized coordinates in integers
6879 if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6880 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6881 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6882 } else {
6883 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6885 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6886 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6887 * 0.5, so add 0.5.
6889 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6890 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6892 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6893 * even and odd pixels respectively
6895 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6896 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6898 /* Sample Pixel 1 */
6899 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6901 /* Put the value into either of the chroma values */
6902 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6903 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6904 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6905 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6907 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6908 * the pixel right to the current one. Otherwise, sample the left pixel.
6909 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6911 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6912 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6913 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6915 /* Put the value into the other chroma */
6916 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6917 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6918 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6919 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6921 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6922 * the current one and lerp the two U and V values
6925 /* This gives the correctly filtered luminance value */
6926 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6928 return TRUE;
6931 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6933 const char *tex;
6934 static const float yv12_coef[]
6935 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
6937 switch(textype) {
6938 case GL_TEXTURE_2D: tex = "2D"; break;
6939 case GL_TEXTURE_RECTANGLE_ARB: tex = "RECT"; break;
6940 default:
6941 FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6942 return FALSE;
6945 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6946 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6947 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6948 * pitch of the luminance plane, the packing into the gl texture is a bit
6949 * unfortunate. If the whole texture is interpreted as luminance data it looks
6950 * approximately like this:
6952 * +----------------------------------+----
6953 * | |
6954 * | |
6955 * | |
6956 * | |
6957 * | | 2
6958 * | LUMINANCE | -
6959 * | | 3
6960 * | |
6961 * | |
6962 * | |
6963 * | |
6964 * +----------------+-----------------+----
6965 * | | |
6966 * | V even rows | V odd rows |
6967 * | | | 1
6968 * +----------------+------------------ -
6969 * | | | 3
6970 * | U even rows | U odd rows |
6971 * | | |
6972 * +----------------+-----------------+----
6973 * | | |
6974 * | 0.5 | 0.5 |
6976 * So it appears as if there are 4 chroma images, but in fact the odd rows
6977 * in the chroma images are in the same row as the even ones. So its is
6978 * kinda tricky to read
6980 * When reading from rectangle textures, keep in mind that the input y coordinates
6981 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6983 shader_addline(buffer, "PARAM yv12_coef = ");
6984 shader_arb_append_imm_vec4(buffer, yv12_coef);
6985 shader_addline(buffer, ";\n");
6987 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6988 /* the chroma planes have only half the width */
6989 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6991 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6992 * the coordinate. Also read the right side of the image when reading odd lines
6994 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6995 * bleeding
6997 if(textype == GL_TEXTURE_2D) {
6999 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7001 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7003 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7004 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7006 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7007 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7008 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7009 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7010 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7012 /* clamp, keep the half pixel origin in mind */
7013 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7014 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7015 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7016 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7017 } else {
7018 /* Read from [size - size+size/4] */
7019 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7020 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7022 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7023 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7024 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7025 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7026 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7027 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7029 /* Make sure to read exactly from the pixel center */
7030 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7031 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7033 /* Clamp */
7034 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7035 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7036 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7037 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7038 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7040 /* Read the texture, put the result into the output register */
7041 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7042 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7044 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7045 * No need to clamp because we're just reusing the already clamped value from above
7047 if(textype == GL_TEXTURE_2D) {
7048 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7049 } else {
7050 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7052 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7053 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7055 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7056 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7057 * values due to filtering
7059 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7060 if(textype == GL_TEXTURE_2D) {
7061 /* Multiply the y coordinate by 2/3 and clamp it */
7062 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7063 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7064 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7065 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7066 } else {
7067 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7068 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7069 * is bigger
7071 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7072 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7073 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7075 *luminance = 'a';
7077 return TRUE;
7080 static BOOL gen_nv12_read(struct wined3d_shader_buffer *buffer, GLenum textype,
7081 char *luminance)
7083 const char *tex;
7084 static const float nv12_coef[]
7085 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7087 switch (textype)
7089 case GL_TEXTURE_2D:
7090 tex = "2D";
7091 break;
7092 case GL_TEXTURE_RECTANGLE_ARB:
7093 tex = "RECT";
7094 break;
7095 default:
7096 FIXME("Implement nv12 correction for non-2d, non-rect textures\n");
7097 return FALSE;
7100 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7101 * sized plane where each component is an UV pair. So the effective
7102 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7103 * data it looks approximately like this:
7105 * +----------------------------------+----
7106 * | |
7107 * | |
7108 * | |
7109 * | |
7110 * | | 2
7111 * | LUMINANCE | -
7112 * | | 3
7113 * | |
7114 * | |
7115 * | |
7116 * | |
7117 * +----------------------------------+----
7118 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7119 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7120 * | | 1
7121 * | | -
7122 * | | 3
7123 * | |
7124 * | |
7125 * +----------------------------------+----
7127 * When reading from rectangle textures, keep in mind that the input y coordinates
7128 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7130 shader_addline(buffer, "PARAM nv12_coef = ");
7131 shader_arb_append_imm_vec4(buffer, nv12_coef);
7132 shader_addline(buffer, ";\n");
7134 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7135 /* We only have half the number of chroma pixels. */
7136 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7138 if (textype == GL_TEXTURE_2D)
7140 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7141 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7143 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7145 /* We must not allow filtering horizontally, this would mix U and V.
7146 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7147 * 0.5, so add 0.5. */
7149 /* Convert to non-normalized coordinates so we can find the
7150 * individual pixel. */
7151 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7152 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7153 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7154 * add 0.5 to hit the center of the pixel. */
7155 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7157 /* Convert back to normalized coordinates. */
7158 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7160 /* Clamp, keep the half pixel origin in mind. */
7161 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7162 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7163 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7164 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7166 else
7168 /* Read from [size - size+size/2] */
7169 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7171 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7172 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7173 * add 0.5 to hit the center of the pixel. */
7174 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7176 /* Clamp */
7177 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7178 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7179 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7180 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7181 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7183 /* Read the texture, put the result into the output register. */
7184 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7185 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7187 if (textype == GL_TEXTURE_2D)
7189 /* Add 1/size.x */
7190 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7192 else
7194 /* Add 1 */
7195 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7197 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7198 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7200 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7201 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7202 * values due to filtering. */
7203 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7204 if (textype == GL_TEXTURE_2D)
7206 /* Multiply the y coordinate by 2/3 and clamp it */
7207 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7208 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7209 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7210 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7212 else
7214 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7215 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7216 * is bigger
7218 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7219 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7220 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7222 *luminance = 'a';
7224 return TRUE;
7227 /* Context activation is done by the caller. */
7228 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
7229 const struct wined3d_gl_info *gl_info, GLenum textype)
7231 GLenum shader;
7232 struct wined3d_shader_buffer buffer;
7233 GLint pos;
7235 /* Shader header */
7236 if (!shader_buffer_init(&buffer))
7238 ERR("Failed to initialize shader buffer.\n");
7239 return 0;
7242 GL_EXTCALL(glGenProgramsARB(1, &shader));
7243 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7244 if (!shader)
7246 shader_buffer_free(&buffer);
7247 return 0;
7250 shader_addline(&buffer, "!!ARBfp1.0\n");
7251 shader_addline(&buffer, "TEMP index;\n");
7253 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7254 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7256 /* The alpha-component contains the palette index */
7257 if(textype == GL_TEXTURE_RECTANGLE_ARB)
7258 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
7259 else
7260 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
7262 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7263 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7265 /* Use the alpha-component as an index in the palette to get the final color */
7266 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7267 shader_addline(&buffer, "END\n");
7269 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7270 strlen(buffer.buffer), buffer.buffer));
7271 checkGLcall("glProgramStringARB()");
7273 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7274 if (pos != -1)
7276 FIXME("Fragment program error at position %d: %s\n\n", pos,
7277 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7278 shader_arb_dump_program_source(buffer.buffer);
7281 shader_buffer_free(&buffer);
7283 return shader;
7286 /* Context activation is done by the caller. */
7287 static void upload_palette(const struct wined3d_texture *texture, struct wined3d_context *context)
7289 const struct wined3d_palette *palette = texture->swapchain ? texture->swapchain->palette : NULL;
7290 struct wined3d_device *device = texture->resource.device;
7291 const struct wined3d_gl_info *gl_info = context->gl_info;
7292 struct arbfp_blit_priv *priv = device->blit_priv;
7294 if (!priv->palette_texture)
7295 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7297 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
7298 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7300 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7302 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7303 /* Make sure we have discrete color levels. */
7304 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7305 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7306 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7307 if (palette)
7309 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7310 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7312 else
7314 static const DWORD black;
7315 FIXME("P8 surface loaded without a palette.\n");
7316 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7317 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7320 /* Switch back to unit 0 in which the 2D texture will be stored. */
7321 context_active_texture(context, gl_info, 0);
7324 /* Context activation is done by the caller. */
7325 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7326 enum complex_fixup yuv_fixup, GLenum textype)
7328 GLenum shader;
7329 struct wined3d_shader_buffer buffer;
7330 char luminance_component;
7331 GLint pos;
7333 /* Shader header */
7334 if (!shader_buffer_init(&buffer))
7336 ERR("Failed to initialize shader buffer.\n");
7337 return 0;
7340 GL_EXTCALL(glGenProgramsARB(1, &shader));
7341 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7342 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7343 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7344 if (!shader)
7346 shader_buffer_free(&buffer);
7347 return 0;
7350 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7351 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7352 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7353 * each single pixel it contains, and one U and one V value shared between both
7354 * pixels.
7356 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7357 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7358 * take the format into account when generating the read swizzles
7360 * Reading the Y value is straightforward - just sample the texture. The hardware
7361 * takes care of filtering in the horizontal and vertical direction.
7363 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7364 * because that would mix the U and V values of one pixel or two adjacent pixels.
7365 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7366 * regardless of the filtering setting. Vertical filtering works automatically
7367 * though - the U and V values of two rows are mixed nicely.
7369 * Apart of avoiding filtering issues, the code has to know which value it just
7370 * read, and where it can find the other one. To determine this, it checks if
7371 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7373 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7374 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7376 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7377 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7378 * in an unfiltered situation. Finding the luminance on the other hand requires
7379 * finding out if it is an odd or even pixel. The real drawback of this approach
7380 * is filtering. This would have to be emulated completely in the shader, reading
7381 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7382 * vertically. Beyond that it would require adjustments to the texture handling
7383 * code to deal with the width scaling
7385 shader_addline(&buffer, "!!ARBfp1.0\n");
7386 shader_addline(&buffer, "TEMP luminance;\n");
7387 shader_addline(&buffer, "TEMP temp;\n");
7388 shader_addline(&buffer, "TEMP chroma;\n");
7389 shader_addline(&buffer, "TEMP texcrd;\n");
7390 shader_addline(&buffer, "TEMP texcrd2;\n");
7391 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7392 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7393 shader_addline(&buffer, "PARAM size = program.local[0];\n");
7395 switch (yuv_fixup)
7397 case COMPLEX_FIXUP_UYVY:
7398 case COMPLEX_FIXUP_YUY2:
7399 if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7401 shader_buffer_free(&buffer);
7402 return 0;
7404 break;
7406 case COMPLEX_FIXUP_YV12:
7407 if (!gen_yv12_read(&buffer, textype, &luminance_component))
7409 shader_buffer_free(&buffer);
7410 return 0;
7412 break;
7414 case COMPLEX_FIXUP_NV12:
7415 if (!gen_nv12_read(&buffer, textype, &luminance_component))
7417 shader_buffer_free(&buffer);
7418 return 0;
7420 break;
7422 default:
7423 FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7424 shader_buffer_free(&buffer);
7425 return 0;
7428 /* Calculate the final result. Formula is taken from
7429 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7430 * ranges from -0.5 to 0.5
7432 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7434 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7435 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7436 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7437 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7438 shader_addline(&buffer, "END\n");
7440 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7441 strlen(buffer.buffer), buffer.buffer));
7442 checkGLcall("glProgramStringARB()");
7444 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7445 if (pos != -1)
7447 FIXME("Fragment program error at position %d: %s\n\n", pos,
7448 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7449 shader_arb_dump_program_source(buffer.buffer);
7451 else
7453 GLint native;
7455 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7456 checkGLcall("glGetProgramivARB()");
7457 if (!native) WARN("Program exceeds native resource limits.\n");
7460 shader_buffer_free(&buffer);
7462 return shader;
7465 /* Context activation is done by the caller. */
7466 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7468 GLenum shader;
7469 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7470 struct arbfp_blit_priv *priv = blit_priv;
7471 enum complex_fixup fixup;
7472 const struct wined3d_gl_info *gl_info = context->gl_info;
7473 GLenum textype = surface->container->target;
7474 struct wine_rb_entry *entry;
7475 struct arbfp_blit_type type;
7476 struct arbfp_blit_desc *desc;
7478 if (surface->container->flags & WINED3D_TEXTURE_CONVERTED)
7480 gl_info->gl_ops.gl.p_glEnable(textype);
7481 checkGLcall("glEnable(textype)");
7482 return WINED3D_OK;
7485 if (!is_complex_fixup(surface->resource.format->color_fixup))
7487 TRACE("Fixup:\n");
7488 dump_color_fixup_desc(surface->resource.format->color_fixup);
7489 /* Don't bother setting up a shader for unconverted formats */
7490 gl_info->gl_ops.gl.p_glEnable(textype);
7491 checkGLcall("glEnable(textype)");
7492 return WINED3D_OK;
7495 fixup = get_complex_fixup(surface->resource.format->color_fixup);
7497 type.fixup = fixup;
7498 type.textype = textype;
7499 entry = wine_rb_get(&priv->shaders, &type);
7500 if (entry)
7502 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7503 shader = desc->shader;
7505 else
7507 switch (fixup)
7509 case COMPLEX_FIXUP_P8:
7510 shader = gen_p8_shader(priv, gl_info, textype);
7511 break;
7513 default:
7514 shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7515 break;
7518 if (!shader)
7520 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7521 gl_info->gl_ops.gl.p_glEnable(textype);
7522 checkGLcall("glEnable(textype)");
7523 return E_NOTIMPL;
7526 desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
7527 if (!desc)
7528 goto err_out;
7530 desc->type.textype = textype;
7531 desc->type.fixup = fixup;
7532 desc->shader = shader;
7533 if (wine_rb_put(&priv->shaders, &desc->type, &desc->entry) == -1)
7535 err_out:
7536 ERR("Out of memory\n");
7537 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7538 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7539 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7540 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7541 HeapFree(GetProcessHeap(), 0, desc);
7542 return E_OUTOFMEMORY;
7546 if (fixup == COMPLEX_FIXUP_P8)
7547 upload_palette(surface->container, context);
7549 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7550 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7551 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7552 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7553 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7554 checkGLcall("glProgramLocalParameter4fvARB");
7556 return WINED3D_OK;
7559 /* Context activation is done by the caller. */
7560 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7562 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7563 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7564 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
7565 checkGLcall("glDisable(GL_TEXTURE_2D)");
7566 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7568 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7569 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7571 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7573 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
7574 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7578 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7579 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7580 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7582 enum complex_fixup src_fixup;
7584 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7585 return FALSE;
7587 if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7589 TRACE("Unsupported blit_op=%d\n", blit_op);
7590 return FALSE;
7593 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7594 return FALSE;
7596 src_fixup = get_complex_fixup(src_format->color_fixup);
7597 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7599 TRACE("Checking support for fixup:\n");
7600 dump_color_fixup_desc(src_format->color_fixup);
7603 if (!is_identity_fixup(dst_format->color_fixup))
7605 TRACE("Destination fixups are not supported\n");
7606 return FALSE;
7609 if (is_identity_fixup(src_format->color_fixup))
7611 TRACE("[OK]\n");
7612 return TRUE;
7615 /* We only support YUV conversions. */
7616 if (!is_complex_fixup(src_format->color_fixup))
7618 TRACE("[FAILED]\n");
7619 return FALSE;
7622 switch(src_fixup)
7624 case COMPLEX_FIXUP_YUY2:
7625 case COMPLEX_FIXUP_UYVY:
7626 case COMPLEX_FIXUP_YV12:
7627 case COMPLEX_FIXUP_NV12:
7628 case COMPLEX_FIXUP_P8:
7629 TRACE("[OK]\n");
7630 return TRUE;
7632 default:
7633 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7634 TRACE("[FAILED]\n");
7635 return FALSE;
7639 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7640 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7641 struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7643 struct wined3d_context *context;
7644 RECT src_rect = *src_rect_in;
7645 RECT dst_rect = *dst_rect_in;
7647 /* Activate the destination context, set it up for blitting */
7648 context = context_acquire(device, dst_surface);
7650 /* Now load the surface */
7651 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7652 && (src_surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE))
7653 == WINED3D_LOCATION_DRAWABLE
7654 && !wined3d_resource_is_offscreen(&src_surface->container->resource))
7656 /* Without FBO blits transferring from the drawable to the texture is
7657 * expensive, because we have to flip the data in sysmem. Since we can
7658 * flip in the blitter, we don't actually need that flip anyway. So we
7659 * use the surface's texture as scratch texture, and flip the source
7660 * rectangle instead. */
7661 surface_load_fb_texture(src_surface, FALSE);
7663 src_rect.top = src_surface->resource.height - src_rect.top;
7664 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7666 else
7667 wined3d_texture_load(src_surface->container, context, FALSE);
7669 context_apply_blit_state(context, device);
7671 if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
7672 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7674 arbfp_blit_set(device->blit_priv, context, src_surface);
7676 /* Draw a textured quad */
7677 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7679 /* Leave the opengl state valid for blitting */
7680 arbfp_blit_unset(context->gl_info);
7682 if (wined3d_settings.strict_draw_ordering
7683 || (dst_surface->container->swapchain
7684 && (dst_surface->container->swapchain->front_buffer == dst_surface->container)))
7685 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7687 context_release(context);
7689 surface_validate_location(dst_surface, dst_surface->container->resource.draw_binding);
7690 surface_invalidate_location(dst_surface, ~dst_surface->container->resource.draw_binding);
7692 return WINED3D_OK;
7695 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7696 const RECT *dst_rect, const struct wined3d_color *color)
7698 FIXME("Color filling not implemented by arbfp_blit\n");
7699 return WINED3DERR_INVALIDCALL;
7702 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7703 struct wined3d_surface *surface, const RECT *rect, float depth)
7705 FIXME("Depth filling not implemented by arbfp_blit.\n");
7706 return WINED3DERR_INVALIDCALL;
7709 const struct blit_shader arbfp_blit = {
7710 arbfp_blit_alloc,
7711 arbfp_blit_free,
7712 arbfp_blit_set,
7713 arbfp_blit_unset,
7714 arbfp_blit_supported,
7715 arbfp_blit_color_fill,
7716 arbfp_blit_depth_fill,