wined3d: Get resource info from the texture in arbfp_blit_surface().
[wine.git] / dlls / wined3d / arb_program_shader.c
blob956986c551dd251543caffa1519b4b7ed9256727
1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
33 #include <math.h>
34 #include <stdio.h>
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
43 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
45 return type == WINED3D_SHADER_TYPE_PIXEL;
48 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
50 return type == WINED3D_SHADER_TYPE_VERTEX;
53 static const char *get_line(const char **ptr)
55 const char *p, *q;
57 p = *ptr;
58 if (!(q = strstr(p, "\n")))
60 if (!*p) return NULL;
61 *ptr += strlen(p);
62 return p;
64 *ptr = q + 1;
66 return p;
69 enum arb_helper_value
71 ARB_ZERO,
72 ARB_ONE,
73 ARB_TWO,
74 ARB_0001,
75 ARB_EPS,
77 ARB_VS_REL_OFFSET
80 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
82 if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
84 ERR("Geometry shaders are unsupported\n");
85 return "bad";
88 if (shader == WINED3D_SHADER_TYPE_PIXEL)
90 switch (value)
92 case ARB_ZERO: return "ps_helper_const.x";
93 case ARB_ONE: return "ps_helper_const.y";
94 case ARB_TWO: return "coefmul.x";
95 case ARB_0001: return "ps_helper_const.xxxy";
96 case ARB_EPS: return "ps_helper_const.z";
97 default: break;
100 else
102 switch (value)
104 case ARB_ZERO: return "helper_const.x";
105 case ARB_ONE: return "helper_const.y";
106 case ARB_TWO: return "helper_const.z";
107 case ARB_EPS: return "helper_const.w";
108 case ARB_0001: return "helper_const.xxxy";
109 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
112 FIXME("Unmanaged %s shader helper constant requested: %u\n",
113 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
114 switch (value)
116 case ARB_ZERO: return "0.0";
117 case ARB_ONE: return "1.0";
118 case ARB_TWO: return "2.0";
119 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
120 case ARB_EPS: return "1e-8";
121 default: return "bad";
125 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
127 return context->lowest_disabled_stage < 7;
130 /* ARB_program_shader private data */
132 struct control_frame
134 struct list entry;
135 enum
138 IFC,
139 LOOP,
141 } type;
142 BOOL muting;
143 BOOL outer_loop;
144 union
146 unsigned int loop;
147 unsigned int ifc;
148 } no;
149 struct wined3d_shader_loop_control loop_control;
150 BOOL had_else;
153 struct arb_ps_np2fixup_info
155 struct ps_np2fixup_info super;
156 /* For ARB we need an offset value:
157 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
158 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
159 * array we need an offset to the index inside the program local parameter array. */
160 UINT offset;
163 struct arb_ps_compile_args
165 struct ps_compile_args super;
166 WORD bools;
167 WORD clip; /* only a boolean, use a WORD for alignment */
168 unsigned char loop_ctrl[MAX_CONST_I][3];
171 struct stb_const_desc
173 unsigned char texunit;
174 UINT const_num;
177 struct arb_ps_compiled_shader
179 struct arb_ps_compile_args args;
180 struct arb_ps_np2fixup_info np2fixup_info;
181 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
182 struct stb_const_desc luminanceconst[MAX_TEXTURES];
183 UINT int_consts[MAX_CONST_I];
184 GLuint prgId;
185 UINT ycorrection;
186 unsigned char numbumpenvmatconsts;
187 char num_int_consts;
190 struct arb_vs_compile_args
192 struct vs_compile_args super;
193 union
195 struct
197 WORD bools;
198 unsigned char clip_texcoord;
199 unsigned char clipplane_mask;
200 } boolclip;
201 DWORD boolclip_compare;
202 } clip;
203 DWORD ps_signature;
204 union
206 unsigned char samplers[4];
207 DWORD samplers_compare;
208 } vertex;
209 unsigned char loop_ctrl[MAX_CONST_I][3];
212 struct arb_vs_compiled_shader
214 struct arb_vs_compile_args args;
215 GLuint prgId;
216 UINT int_consts[MAX_CONST_I];
217 char num_int_consts;
218 char need_color_unclamp;
219 UINT pos_fixup;
222 struct recorded_instruction
224 struct wined3d_shader_instruction ins;
225 struct list entry;
228 struct shader_arb_ctx_priv
230 char addr_reg[20];
231 enum
233 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
234 ARB,
235 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
236 NV2,
237 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
239 } target_version;
241 const struct arb_vs_compile_args *cur_vs_args;
242 const struct arb_ps_compile_args *cur_ps_args;
243 const struct arb_ps_compiled_shader *compiled_fprog;
244 const struct arb_vs_compiled_shader *compiled_vprog;
245 struct arb_ps_np2fixup_info *cur_np2fixup_info;
246 struct list control_frames;
247 struct list record;
248 BOOL recording;
249 BOOL muted;
250 unsigned int num_loops, loop_depth, num_ifcs;
251 int aL;
252 BOOL ps_post_process;
254 unsigned int vs_clipplanes;
255 BOOL footer_written;
256 BOOL in_main_func;
258 /* For 3.0 vertex shaders */
259 const char *vs_output[MAX_REG_OUTPUT];
260 /* For 2.x and earlier vertex shaders */
261 const char *texcrd_output[8], *color_output[2], *fog_output;
263 /* 3.0 pshader input for compatibility with fixed function */
264 const char *ps_input[MAX_REG_INPUT];
267 struct ps_signature
269 struct wined3d_shader_signature sig;
270 DWORD idx;
271 struct wine_rb_entry entry;
274 struct arb_pshader_private {
275 struct arb_ps_compiled_shader *gl_shaders;
276 UINT num_gl_shaders, shader_array_size;
277 DWORD input_signature_idx;
278 DWORD clipplane_emulation;
279 BOOL clamp_consts;
282 struct arb_vshader_private {
283 struct arb_vs_compiled_shader *gl_shaders;
284 UINT num_gl_shaders, shader_array_size;
285 UINT rel_offset;
288 struct shader_arb_priv
290 GLuint current_vprogram_id;
291 GLuint current_fprogram_id;
292 const struct arb_ps_compiled_shader *compiled_fprog;
293 const struct arb_vs_compiled_shader *compiled_vprog;
294 GLuint depth_blt_vprogram_id;
295 GLuint depth_blt_fprogram_id_full[WINED3D_GL_RES_TYPE_COUNT];
296 GLuint depth_blt_fprogram_id_masked[WINED3D_GL_RES_TYPE_COUNT];
297 BOOL use_arbfp_fixed_func;
298 struct wine_rb_tree fragment_shaders;
299 BOOL last_ps_const_clamped;
300 BOOL last_vs_color_unclamp;
302 struct wine_rb_tree signature_tree;
303 DWORD ps_sig_number;
305 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
306 char *vshader_const_dirty, *pshader_const_dirty;
307 const struct wined3d_context *last_context;
309 const struct wined3d_vertex_pipe_ops *vertex_pipe;
310 const struct fragment_pipeline *fragment_pipe;
311 BOOL ffp_proj_control;
314 /* Context activation for state handlers is done by the caller. */
316 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
317 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
319 if (shader_data->rel_offset) return TRUE;
320 if (!reg_maps->usesmova) return FALSE;
321 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
324 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
325 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
327 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
328 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
331 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
332 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
334 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
335 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
336 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
337 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
338 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
339 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
340 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
341 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
342 return FALSE;
345 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
346 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
348 unsigned int ret = 1;
349 /* We use one PARAM for the pos fixup, and in some cases one to load
350 * some immediate values into the shader. */
351 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
352 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
353 return ret;
356 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
357 * When constant_list == NULL, it will load all the constants.
359 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
360 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
362 /* Context activation is done by the caller. */
363 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
364 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
365 const float *constants, char *dirty_consts)
367 struct wined3d_shader_lconst *lconst;
368 DWORD i, j;
369 unsigned int ret;
371 if (TRACE_ON(d3d_constants))
373 for(i = 0; i < max_constants; i++) {
374 if(!dirty_consts[i]) continue;
375 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
376 constants[i * 4 + 0], constants[i * 4 + 1],
377 constants[i * 4 + 2], constants[i * 4 + 3]);
381 i = 0;
383 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
384 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
386 float lcl_const[4];
387 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
388 * shaders, the first 8 constants are marked dirty for reload
390 for(; i < min(8, max_constants); i++) {
391 if(!dirty_consts[i]) continue;
392 dirty_consts[i] = 0;
394 j = 4 * i;
395 if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
396 else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
397 else lcl_const[0] = constants[j + 0];
399 if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
400 else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
401 else lcl_const[1] = constants[j + 1];
403 if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
404 else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
405 else lcl_const[2] = constants[j + 2];
407 if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
408 else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
409 else lcl_const[3] = constants[j + 3];
411 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
414 /* If further constants are dirty, reload them without clamping.
416 * The alternative is not to touch them, but then we cannot reset the dirty constant count
417 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
418 * above would always re-check the first 8 constants since max_constant remains at the init
419 * value
423 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
425 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
426 * or just reloading *all* constants at once
428 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
430 for(; i < max_constants; i++) {
431 if(!dirty_consts[i]) continue;
433 /* Find the next block of dirty constants */
434 dirty_consts[i] = 0;
435 j = i;
436 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
437 dirty_consts[i] = 0;
440 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
442 } else {
443 for(; i < max_constants; i++) {
444 if(dirty_consts[i]) {
445 dirty_consts[i] = 0;
446 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
450 checkGLcall("glProgramEnvParameter4fvARB()");
452 /* Load immediate constants */
453 if (shader->load_local_constsF)
455 if (TRACE_ON(d3d_shader))
457 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
459 GLfloat* values = (GLfloat*)lconst->value;
460 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
461 values[0], values[1], values[2], values[3]);
464 /* Immediate constants are clamped for 1.X shaders at loading times */
465 ret = 0;
466 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
468 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
469 ret = max(ret, lconst->idx + 1);
470 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
472 checkGLcall("glProgramEnvParameter4fvARB()");
473 return ret; /* The loaded immediate constants need reloading for the next shader */
474 } else {
475 return 0; /* No constants are dirty now */
479 /* Loads the texture dimensions for NP2 fixup into the currently set
480 * ARB_[vertex/fragment]_programs. */
481 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
482 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
484 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
485 WORD active = fixup->super.active;
486 UINT i;
488 if (!active)
489 return;
491 for (i = 0; active; active >>= 1, ++i)
493 const struct wined3d_texture *tex = state->textures[i];
494 unsigned char idx = fixup->super.idx[i];
495 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
497 if (!(active & 1))
498 continue;
500 if (!tex)
502 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
503 continue;
506 if (idx % 2)
508 tex_dim[2] = tex->pow2_matrix[0];
509 tex_dim[3] = tex->pow2_matrix[5];
511 else
513 tex_dim[0] = tex->pow2_matrix[0];
514 tex_dim[1] = tex->pow2_matrix[5];
518 for (i = 0; i < fixup->super.num_consts; ++i)
520 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
521 fixup->offset + i, &np2fixup_constants[i * 4]));
525 /* Context activation is done by the caller. */
526 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
527 const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
529 const struct wined3d_gl_info *gl_info = context->gl_info;
530 unsigned char i;
532 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
534 int texunit = gl_shader->bumpenvmatconst[i].texunit;
536 /* The state manager takes care that this function is always called if the bump env matrix changes */
537 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
538 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
539 gl_shader->bumpenvmatconst[i].const_num, data));
541 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
543 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
544 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
545 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
546 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
548 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
549 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
550 gl_shader->luminanceconst[i].const_num, scale));
553 checkGLcall("Load bumpmap consts");
555 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
557 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
558 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
559 * ycorrection.z: 1.0
560 * ycorrection.w: 0.0
562 float val[4];
563 val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
564 val[1] = context->render_offscreen ? 1.0f : -1.0f;
565 val[2] = 1.0f;
566 val[3] = 0.0f;
567 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
568 checkGLcall("y correction loading");
571 if (!gl_shader->num_int_consts) return;
573 for(i = 0; i < MAX_CONST_I; i++)
575 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
577 float val[4];
578 val[0] = (float)state->ps_consts_i[4 * i];
579 val[1] = (float)state->ps_consts_i[4 * i + 1];
580 val[2] = (float)state->ps_consts_i[4 * i + 2];
581 val[3] = -1.0f;
583 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
586 checkGLcall("Load ps int consts");
589 /* Context activation is done by the caller. */
590 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
591 const struct wined3d_context *context, const struct wined3d_state *state)
593 const struct wined3d_gl_info *gl_info = context->gl_info;
594 float position_fixup[4];
595 unsigned char i;
597 /* Upload the position fixup */
598 shader_get_position_fixup(context, state, position_fixup);
599 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
601 if (!gl_shader->num_int_consts) return;
603 for(i = 0; i < MAX_CONST_I; i++)
605 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
607 float val[4];
608 val[0] = (float)state->vs_consts_i[4 * i];
609 val[1] = (float)state->vs_consts_i[4 * i + 1];
610 val[2] = (float)state->vs_consts_i[4 * i + 2];
611 val[3] = -1.0f;
613 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
616 checkGLcall("Load vs int consts");
619 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
620 const struct wined3d_state *state);
623 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
625 * We only support float constants in ARB at the moment, so don't
626 * worry about the Integers or Booleans
628 /* Context activation is done by the caller (state handler). */
629 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
630 struct wined3d_context *context, const struct wined3d_state *state,
631 BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
633 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
634 const struct wined3d_gl_info *gl_info = context->gl_info;
636 if (!from_shader_select)
638 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
639 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
641 if (vshader
642 && (vshader->reg_maps.boolean_constants
643 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
644 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
646 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
647 shader_arb_select(priv, context, state);
649 else if (pshader
650 && (pshader->reg_maps.boolean_constants
651 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
652 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
654 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
655 shader_arb_select(priv, context, state);
659 if (context != priv->last_context)
661 memset(priv->vshader_const_dirty, 1,
662 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
663 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
665 memset(priv->pshader_const_dirty, 1,
666 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
667 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
669 priv->last_context = context;
672 if (useVertexShader)
674 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
675 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
677 /* Load DirectX 9 float constants for vertex shader */
678 priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
679 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
680 shader_arb_vs_local_constants(gl_shader, context, state);
683 if (usePixelShader)
685 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
686 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
687 UINT rt_height = state->fb->render_targets[0]->height;
689 /* Load DirectX 9 float constants for pixel shader */
690 priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
691 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
692 shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
694 if (context->constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
695 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
699 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
700 const struct wined3d_state *state)
702 BOOL vs = use_vs(state);
703 BOOL ps = use_ps(state);
705 shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
708 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
710 struct wined3d_context *context = context_get_current();
711 struct shader_arb_priv *priv = device->shader_priv;
712 unsigned int i;
714 for (i = 0; i < device->context_count; ++i)
716 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
719 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
720 * context. On a context switch the old context will be fully dirtified */
721 if (!context || context->swapchain->device != device) return;
723 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
724 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
727 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
729 struct wined3d_context *context = context_get_current();
730 struct shader_arb_priv *priv = device->shader_priv;
731 unsigned int i;
733 for (i = 0; i < device->context_count; ++i)
735 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
738 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
739 * context. On a context switch the old context will be fully dirtified */
740 if (!context || context->swapchain->device != device) return;
742 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
743 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
746 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
748 char str[4][17];
750 wined3d_ftoa(values[0], str[0]);
751 wined3d_ftoa(values[1], str[1]);
752 wined3d_ftoa(values[2], str[2]);
753 wined3d_ftoa(values[3], str[3]);
754 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
757 /* Generate the variable & register declarations for the ARB_vertex_program output target */
758 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
759 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
760 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
761 const struct shader_arb_ctx_priv *ctx)
763 DWORD i;
764 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
765 const struct wined3d_shader_lconst *lconst;
766 unsigned max_constantsF;
767 DWORD map;
769 /* In pixel shaders, all private constants are program local, we don't need anything
770 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
771 * If we need a private constant the GL implementation will squeeze it in somewhere
773 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
774 * immediate values. The posFixup is loaded using program.env for now, so always
775 * subtract one from the number of constants. If the shader uses indirect addressing,
776 * account for the helper const too because we have to declare all available d3d constants
777 * and don't know which are actually used.
779 if (pshader)
781 max_constantsF = gl_info->limits.arb_ps_native_constants;
782 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
783 if (max_constantsF < 24)
784 max_constantsF = gl_info->limits.arb_ps_float_constants;
786 else
788 const struct arb_vshader_private *shader_data = shader->backend_data;
789 max_constantsF = gl_info->limits.arb_vs_native_constants;
790 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
791 * Also prevents max_constantsF from becoming less than 0 and
792 * wrapping . */
793 if (max_constantsF < 96)
794 max_constantsF = gl_info->limits.arb_vs_float_constants;
796 if (reg_maps->usesrelconstF)
798 DWORD highest_constf = 0, clip_limit;
800 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
801 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
802 max_constantsF -= gl_info->reserved_arb_constants;
804 for (i = 0; i < shader->limits->constant_float; ++i)
806 DWORD idx = i >> 5;
807 DWORD shift = i & 0x1f;
808 if (reg_maps->constf[idx] & (1u << shift))
809 highest_constf = i;
812 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
814 if(ctx->cur_vs_args->super.clip_enabled)
815 clip_limit = gl_info->limits.clipplanes;
816 else
817 clip_limit = 0;
819 else
821 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
822 clip_limit = min(wined3d_popcount(mask), 4);
824 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
825 max_constantsF -= *num_clipplanes;
826 if(*num_clipplanes < clip_limit)
828 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
831 else
833 if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
834 else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
838 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
840 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
843 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
845 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
848 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
850 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
852 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
856 if (!shader->load_local_constsF)
858 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
860 const float *value;
861 value = (const float *)lconst->value;
862 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
863 shader_arb_append_imm_vec4(buffer, value);
864 shader_addline(buffer, ";\n");
868 /* After subtracting privately used constants from the hardware limit(they are loaded as
869 * local constants), make sure the shader doesn't violate the env constant limit
871 if(pshader)
873 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
875 else
877 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
880 /* Avoid declaring more constants than needed */
881 max_constantsF = min(max_constantsF, shader->limits->constant_float);
883 /* we use the array-based constants array if the local constants are marked for loading,
884 * because then we use indirect addressing, or when the local constant list is empty,
885 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
886 * local constants do not declare the loaded constants as an array because ARB compilers usually
887 * do not optimize unused constants away
889 if (reg_maps->usesrelconstF)
891 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
892 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
893 max_constantsF, max_constantsF - 1);
895 else
897 for (i = 0; i < max_constantsF; ++i)
899 DWORD idx, mask;
900 idx = i >> 5;
901 mask = 1u << (i & 0x1fu);
902 if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
904 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
910 static const char * const shift_tab[] = {
911 "dummy", /* 0 (none) */
912 "coefmul.x", /* 1 (x2) */
913 "coefmul.y", /* 2 (x4) */
914 "coefmul.z", /* 3 (x8) */
915 "coefmul.w", /* 4 (x16) */
916 "dummy", /* 5 (x32) */
917 "dummy", /* 6 (x64) */
918 "dummy", /* 7 (x128) */
919 "dummy", /* 8 (d256) */
920 "dummy", /* 9 (d128) */
921 "dummy", /* 10 (d64) */
922 "dummy", /* 11 (d32) */
923 "coefdiv.w", /* 12 (d16) */
924 "coefdiv.z", /* 13 (d8) */
925 "coefdiv.y", /* 14 (d4) */
926 "coefdiv.x" /* 15 (d2) */
929 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
930 const struct wined3d_shader_dst_param *dst, char *write_mask)
932 char *ptr = write_mask;
934 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
936 *ptr++ = '.';
937 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
938 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
939 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
940 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
943 *ptr = '\0';
946 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
948 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
949 * but addressed as "rgba". To fix this we need to swap the register's x
950 * and z components. */
951 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
952 char *ptr = swizzle_str;
954 /* swizzle bits fields: wwzzyyxx */
955 DWORD swizzle = param->swizzle;
956 DWORD swizzle_x = swizzle & 0x03;
957 DWORD swizzle_y = (swizzle >> 2) & 0x03;
958 DWORD swizzle_z = (swizzle >> 4) & 0x03;
959 DWORD swizzle_w = (swizzle >> 6) & 0x03;
961 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
962 * generate a swizzle string. Unless we need to our own swizzling. */
963 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
965 *ptr++ = '.';
966 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
967 *ptr++ = swizzle_chars[swizzle_x];
968 } else {
969 *ptr++ = swizzle_chars[swizzle_x];
970 *ptr++ = swizzle_chars[swizzle_y];
971 *ptr++ = swizzle_chars[swizzle_z];
972 *ptr++ = swizzle_chars[swizzle_w];
976 *ptr = '\0';
979 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
981 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
982 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
984 if (!strcmp(priv->addr_reg, src)) return;
986 strcpy(priv->addr_reg, src);
987 shader_addline(buffer, "ARL A0.x, %s;\n", src);
990 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
991 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
993 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
994 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
996 /* oPos, oFog and oPts in D3D */
997 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
998 const struct wined3d_shader *shader = ins->ctx->shader;
999 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1000 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1001 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1003 *is_color = FALSE;
1005 switch (reg->type)
1007 case WINED3DSPR_TEMP:
1008 sprintf(register_name, "R%u", reg->idx[0].offset);
1009 break;
1011 case WINED3DSPR_INPUT:
1012 if (pshader)
1014 if (reg_maps->shader_version.major < 3)
1016 if (!reg->idx[0].offset)
1017 strcpy(register_name, "fragment.color.primary");
1018 else
1019 strcpy(register_name, "fragment.color.secondary");
1021 else
1023 if (reg->idx[0].rel_addr)
1025 char rel_reg[50];
1026 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1028 if (!strcmp(rel_reg, "**aL_emul**"))
1030 DWORD idx = ctx->aL + reg->idx[0].offset;
1031 if(idx < MAX_REG_INPUT)
1033 strcpy(register_name, ctx->ps_input[idx]);
1035 else
1037 ERR("Pixel shader input register out of bounds: %u\n", idx);
1038 sprintf(register_name, "out_of_bounds_%u", idx);
1041 else if (reg_maps->input_registers & 0x0300)
1043 /* There are two ways basically:
1045 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1046 * That means trouble if the loop also contains a breakc or if the control values
1047 * aren't local constants.
1048 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1049 * source dynamically. The trouble is that we cannot simply read aL.y because it
1050 * is an ADDRESS register. We could however push it, load .zw with a value and use
1051 * ADAC to load the condition code register and pop it again afterwards
1053 FIXME("Relative input register addressing with more than 8 registers\n");
1055 /* This is better than nothing for now */
1056 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1058 else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1060 /* This is problematic because we'd have to consult the ctx->ps_input strings
1061 * for where to find the varying. Some may be "0.0", others can be texcoords or
1062 * colors. This needs either a pipeline replacement to make the vertex shader feed
1063 * proper varyings, or loop unrolling
1065 * For now use the texcoords and hope for the best
1067 FIXME("Non-vertex shader varying input with indirect addressing\n");
1068 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1070 else
1072 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1073 * pulls GL_NV_fragment_program2 in
1075 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1078 else
1080 if (reg->idx[0].offset < MAX_REG_INPUT)
1082 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1084 else
1086 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1087 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1092 else
1094 if (ctx->cur_vs_args->super.swizzle_map & (1u << reg->idx[0].offset))
1095 *is_color = TRUE;
1096 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1098 break;
1100 case WINED3DSPR_CONST:
1101 if (!pshader && reg->idx[0].rel_addr)
1103 const struct arb_vshader_private *shader_data = shader->backend_data;
1104 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1105 BOOL aL = FALSE;
1106 char rel_reg[50];
1107 if (reg_maps->shader_version.major < 2)
1109 sprintf(rel_reg, "A0.x");
1111 else
1113 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1114 if (ctx->target_version == ARB)
1116 if (!strcmp(rel_reg, "**aL_emul**"))
1118 aL = TRUE;
1119 } else {
1120 shader_arb_request_a0(ins, rel_reg);
1121 sprintf(rel_reg, "A0.x");
1125 if (aL)
1126 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1127 else if (reg->idx[0].offset >= rel_offset)
1128 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1129 else
1130 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1132 else
1134 if (reg_maps->usesrelconstF)
1135 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1136 else
1137 sprintf(register_name, "C%u", reg->idx[0].offset);
1139 break;
1141 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1142 if (pshader)
1144 if (reg_maps->shader_version.major == 1
1145 && reg_maps->shader_version.minor <= 3)
1146 /* In ps <= 1.3, Tx is a temporary register as destination
1147 * to all instructions, and as source to most instructions.
1148 * For some instructions it is the texcoord input. Those
1149 * instructions know about the special use. */
1150 sprintf(register_name, "T%u", reg->idx[0].offset);
1151 else
1152 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1153 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1155 else
1157 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1158 sprintf(register_name, "A%u", reg->idx[0].offset);
1159 else
1160 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1162 break;
1164 case WINED3DSPR_COLOROUT:
1165 if (ctx->ps_post_process && !reg->idx[0].offset)
1167 strcpy(register_name, "TMP_COLOR");
1169 else
1171 if (ctx->cur_ps_args->super.srgb_correction)
1172 FIXME("sRGB correction on higher render targets.\n");
1173 if (reg_maps->rt_mask > 1)
1174 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1175 else
1176 strcpy(register_name, "result.color");
1178 break;
1180 case WINED3DSPR_RASTOUT:
1181 if (reg->idx[0].offset == 1)
1182 sprintf(register_name, "%s", ctx->fog_output);
1183 else
1184 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1185 break;
1187 case WINED3DSPR_DEPTHOUT:
1188 strcpy(register_name, "result.depth");
1189 break;
1191 case WINED3DSPR_ATTROUT:
1192 /* case WINED3DSPR_OUTPUT: */
1193 if (pshader)
1194 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1195 else
1196 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1197 break;
1199 case WINED3DSPR_TEXCRDOUT:
1200 if (pshader)
1201 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1202 else if (reg_maps->shader_version.major < 3)
1203 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1204 else
1205 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1206 break;
1208 case WINED3DSPR_LOOP:
1209 if(ctx->target_version >= NV2)
1211 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1212 if(pshader) sprintf(register_name, "A0.x");
1213 else sprintf(register_name, "aL.y");
1215 else
1217 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1218 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1219 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1220 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1221 * indexing
1223 sprintf(register_name, "**aL_emul**");
1226 break;
1228 case WINED3DSPR_CONSTINT:
1229 sprintf(register_name, "I%u", reg->idx[0].offset);
1230 break;
1232 case WINED3DSPR_MISCTYPE:
1233 if (!reg->idx[0].offset)
1234 sprintf(register_name, "vpos");
1235 else if (reg->idx[0].offset == 1)
1236 sprintf(register_name, "fragment.facing.x");
1237 else
1238 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1239 break;
1241 default:
1242 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1243 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1244 break;
1248 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1249 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1251 char register_name[255];
1252 char write_mask[6];
1253 BOOL is_color;
1255 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1256 strcpy(str, register_name);
1258 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1259 strcat(str, write_mask);
1262 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1264 switch(channel_source)
1266 case CHANNEL_SOURCE_ZERO: return "0";
1267 case CHANNEL_SOURCE_ONE: return "1";
1268 case CHANNEL_SOURCE_X: return "x";
1269 case CHANNEL_SOURCE_Y: return "y";
1270 case CHANNEL_SOURCE_Z: return "z";
1271 case CHANNEL_SOURCE_W: return "w";
1272 default:
1273 FIXME("Unhandled channel source %#x\n", channel_source);
1274 return "undefined";
1278 struct color_fixup_masks
1280 DWORD source;
1281 DWORD sign;
1284 static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
1286 struct color_fixup_masks masks = {0, 0};
1288 if (is_complex_fixup(fixup))
1290 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1291 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1292 return masks;
1295 if (fixup.x_source != CHANNEL_SOURCE_X)
1296 masks.source |= WINED3DSP_WRITEMASK_0;
1297 if (fixup.y_source != CHANNEL_SOURCE_Y)
1298 masks.source |= WINED3DSP_WRITEMASK_1;
1299 if (fixup.z_source != CHANNEL_SOURCE_Z)
1300 masks.source |= WINED3DSP_WRITEMASK_2;
1301 if (fixup.w_source != CHANNEL_SOURCE_W)
1302 masks.source |= WINED3DSP_WRITEMASK_3;
1303 masks.source &= dst_mask;
1305 if (fixup.x_sign_fixup)
1306 masks.sign |= WINED3DSP_WRITEMASK_0;
1307 if (fixup.y_sign_fixup)
1308 masks.sign |= WINED3DSP_WRITEMASK_1;
1309 if (fixup.z_sign_fixup)
1310 masks.sign |= WINED3DSP_WRITEMASK_2;
1311 if (fixup.w_sign_fixup)
1312 masks.sign |= WINED3DSP_WRITEMASK_3;
1313 masks.sign &= dst_mask;
1315 return masks;
1318 static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
1319 const char *src, const char *one, const char *two,
1320 struct color_fixup_desc fixup, struct color_fixup_masks masks)
1322 const char *sign_fixup_src = dst;
1324 if (masks.source)
1326 if (masks.sign)
1327 sign_fixup_src = "TA";
1329 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
1330 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1331 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1333 else if (masks.sign)
1335 sign_fixup_src = src;
1338 if (masks.sign)
1340 char reg_mask[6];
1341 char *ptr = reg_mask;
1343 if (masks.sign != WINED3DSP_WRITEMASK_ALL)
1345 *ptr++ = '.';
1346 if (masks.sign & WINED3DSP_WRITEMASK_0)
1347 *ptr++ = 'x';
1348 if (masks.sign & WINED3DSP_WRITEMASK_1)
1349 *ptr++ = 'y';
1350 if (masks.sign & WINED3DSP_WRITEMASK_2)
1351 *ptr++ = 'z';
1352 if (masks.sign & WINED3DSP_WRITEMASK_3)
1353 *ptr++ = 'w';
1355 *ptr = '\0';
1357 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
1361 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1363 DWORD mod;
1364 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1365 if (!ins->dst_count) return "";
1367 mod = ins->dst[0].modifiers;
1369 /* Silently ignore PARTIALPRECISION if its not supported */
1370 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1372 if(mod & WINED3DSPDM_MSAMPCENTROID)
1374 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1375 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1378 switch(mod)
1380 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1381 return "H_SAT";
1383 case WINED3DSPDM_SATURATE:
1384 return "_SAT";
1386 case WINED3DSPDM_PARTIALPRECISION:
1387 return "H";
1389 case 0:
1390 return "";
1392 default:
1393 FIXME("Unknown modifiers 0x%08x\n", mod);
1394 return "";
1398 #define TEX_PROJ 0x1
1399 #define TEX_BIAS 0x2
1400 #define TEX_LOD 0x4
1401 #define TEX_DERIV 0x10
1403 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1404 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1406 enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1407 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1408 const char *tex_type;
1409 BOOL np2_fixup = FALSE;
1410 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1411 const char *mod;
1412 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1413 const struct wined3d_shader *shader;
1414 const struct wined3d_device *device;
1415 const struct wined3d_gl_info *gl_info;
1416 const char *tex_dst = dst_str;
1417 struct color_fixup_masks masks;
1419 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1420 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1422 switch (resource_type)
1424 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1425 tex_type = "1D";
1426 break;
1428 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1429 shader = ins->ctx->shader;
1430 device = shader->device;
1431 gl_info = &device->adapter->gl_info;
1433 if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
1434 && gl_info->supported[ARB_TEXTURE_RECTANGLE])
1435 tex_type = "RECT";
1436 else
1437 tex_type = "2D";
1438 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1440 if (priv->cur_np2fixup_info->super.active & (1u << sampler_idx))
1442 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1443 else np2_fixup = TRUE;
1446 break;
1448 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1449 tex_type = "3D";
1450 break;
1452 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1453 tex_type = "CUBE";
1454 break;
1456 default:
1457 ERR("Unexpected resource type %#x.\n", resource_type);
1458 tex_type = "";
1461 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1462 * so don't use shader_arb_get_modifier
1464 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1465 else mod = "";
1467 /* Fragment samplers always have indentity mapping */
1468 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1470 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1473 if (pshader)
1475 masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
1476 ins->dst[0].write_mask);
1478 if (masks.source || masks.sign)
1479 tex_dst = "TA";
1482 if (flags & TEX_DERIV)
1484 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1485 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1486 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1487 dsx, dsy, sampler_idx, tex_type);
1489 else if(flags & TEX_LOD)
1491 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1492 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1493 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1494 sampler_idx, tex_type);
1496 else if (flags & TEX_BIAS)
1498 /* Shouldn't be possible, but let's check for it */
1499 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1500 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1501 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1503 else if (flags & TEX_PROJ)
1505 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1507 else
1509 if (np2_fixup)
1511 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1512 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1513 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1515 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
1517 else
1518 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1521 if (pshader)
1523 gen_color_correction(buffer, dst_str, tex_dst,
1524 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1525 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1526 priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
1530 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1531 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1533 /* Generate a line that does the input modifier computation and return the input register to use */
1534 BOOL is_color = FALSE, insert_line;
1535 char regstr[256];
1536 char swzstr[20];
1537 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1538 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1539 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1540 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1542 /* Assume a new line will be added */
1543 insert_line = TRUE;
1545 /* Get register name */
1546 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1547 shader_arb_get_swizzle(src, is_color, swzstr);
1549 switch (src->modifiers)
1551 case WINED3DSPSM_NONE:
1552 sprintf(outregstr, "%s%s", regstr, swzstr);
1553 insert_line = FALSE;
1554 break;
1555 case WINED3DSPSM_NEG:
1556 sprintf(outregstr, "-%s%s", regstr, swzstr);
1557 insert_line = FALSE;
1558 break;
1559 case WINED3DSPSM_BIAS:
1560 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1561 break;
1562 case WINED3DSPSM_BIASNEG:
1563 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1564 break;
1565 case WINED3DSPSM_SIGN:
1566 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1567 break;
1568 case WINED3DSPSM_SIGNNEG:
1569 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1570 break;
1571 case WINED3DSPSM_COMP:
1572 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1573 break;
1574 case WINED3DSPSM_X2:
1575 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1576 break;
1577 case WINED3DSPSM_X2NEG:
1578 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1579 break;
1580 case WINED3DSPSM_DZ:
1581 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1582 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1583 break;
1584 case WINED3DSPSM_DW:
1585 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1586 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1587 break;
1588 case WINED3DSPSM_ABS:
1589 if(ctx->target_version >= NV2) {
1590 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1591 insert_line = FALSE;
1592 } else {
1593 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1595 break;
1596 case WINED3DSPSM_ABSNEG:
1597 if(ctx->target_version >= NV2) {
1598 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1599 } else {
1600 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1601 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1603 insert_line = FALSE;
1604 break;
1605 default:
1606 sprintf(outregstr, "%s%s", regstr, swzstr);
1607 insert_line = FALSE;
1610 /* Return modified or original register, with swizzle */
1611 if (insert_line)
1612 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1615 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1617 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1618 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1619 DWORD sampler_code = dst->reg.idx[0].offset;
1620 char dst_name[50];
1621 char src_name[2][50];
1623 shader_arb_get_dst_param(ins, dst, dst_name);
1625 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1627 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1628 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1629 * temps is done.
1631 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1632 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1633 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1634 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1635 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1637 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1638 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1641 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1643 *extra_char = ' ';
1644 switch(mod)
1646 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1647 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1648 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1649 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1650 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1651 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1652 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1653 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1654 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1655 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1656 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1657 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1658 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1660 FIXME("Unknown modifier %u\n", mod);
1661 return mod;
1664 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1666 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1667 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1668 char dst_name[50];
1669 char src_name[3][50];
1670 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1671 ins->ctx->reg_maps->shader_version.minor);
1673 shader_arb_get_dst_param(ins, dst, dst_name);
1674 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1676 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1677 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1679 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1681 else
1683 struct wined3d_shader_src_param src0_copy = ins->src[0];
1684 char extra_neg;
1686 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1687 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1689 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1690 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1691 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1692 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1693 dst_name, src_name[1], src_name[2]);
1697 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1699 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1700 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1701 char dst_name[50];
1702 char src_name[3][50];
1704 shader_arb_get_dst_param(ins, dst, dst_name);
1706 /* Generate input register names (with modifiers) */
1707 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1708 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1709 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1711 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1712 dst_name, src_name[0], src_name[2], src_name[1]);
1715 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1716 * dst = dot2(src0, src1) + src2 */
1717 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1719 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1720 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1721 char dst_name[50];
1722 char src_name[3][50];
1723 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1725 shader_arb_get_dst_param(ins, dst, dst_name);
1726 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1727 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1729 if(ctx->target_version >= NV3)
1731 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1732 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1733 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1734 dst_name, src_name[0], src_name[1], src_name[2]);
1736 else if(ctx->target_version >= NV2)
1738 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1739 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1740 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1741 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1743 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1745 * .xyxy and other swizzles that we could get with this are not valid in
1746 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1748 struct wined3d_shader_src_param tmp_param = ins->src[1];
1749 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1750 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1752 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1754 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1755 dst_name, src_name[2], src_name[0], src_name[1]);
1757 else
1759 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1760 /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1761 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1763 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1764 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1765 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1766 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1770 /* Map the opcode 1-to-1 to the GL code */
1771 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1773 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1774 const char *instruction;
1775 char arguments[256], dst_str[50];
1776 unsigned int i;
1777 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1779 switch (ins->handler_idx)
1781 case WINED3DSIH_ABS: instruction = "ABS"; break;
1782 case WINED3DSIH_ADD: instruction = "ADD"; break;
1783 case WINED3DSIH_CRS: instruction = "XPD"; break;
1784 case WINED3DSIH_DP3: instruction = "DP3"; break;
1785 case WINED3DSIH_DP4: instruction = "DP4"; break;
1786 case WINED3DSIH_DST: instruction = "DST"; break;
1787 case WINED3DSIH_FRC: instruction = "FRC"; break;
1788 case WINED3DSIH_LIT: instruction = "LIT"; break;
1789 case WINED3DSIH_LRP: instruction = "LRP"; break;
1790 case WINED3DSIH_MAD: instruction = "MAD"; break;
1791 case WINED3DSIH_MAX: instruction = "MAX"; break;
1792 case WINED3DSIH_MIN: instruction = "MIN"; break;
1793 case WINED3DSIH_MOV: instruction = "MOV"; break;
1794 case WINED3DSIH_MUL: instruction = "MUL"; break;
1795 case WINED3DSIH_SGE: instruction = "SGE"; break;
1796 case WINED3DSIH_SLT: instruction = "SLT"; break;
1797 case WINED3DSIH_SUB: instruction = "SUB"; break;
1798 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1799 case WINED3DSIH_DSX: instruction = "DDX"; break;
1800 default: instruction = "";
1801 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
1802 break;
1805 /* Note that shader_arb_add_dst_param() adds spaces. */
1806 arguments[0] = '\0';
1807 shader_arb_get_dst_param(ins, dst, dst_str);
1808 for (i = 0; i < ins->src_count; ++i)
1810 char operand[100];
1811 strcat(arguments, ", ");
1812 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1813 strcat(arguments, operand);
1815 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1818 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1820 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1822 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1825 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1827 const struct wined3d_shader *shader = ins->ctx->shader;
1828 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1829 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1830 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1831 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1832 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1833 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1835 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1836 char src0_param[256];
1838 if (ins->handler_idx == WINED3DSIH_MOVA)
1840 const struct arb_vshader_private *shader_data = shader->backend_data;
1841 char write_mask[6];
1842 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1844 if(ctx->target_version >= NV2) {
1845 shader_hw_map2gl(ins);
1846 return;
1848 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1849 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1851 /* This implements the mova formula used in GLSL. The first two instructions
1852 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1853 * in this case:
1854 * mova A0.x, 0.0
1856 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1858 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1859 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1861 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1862 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1864 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1865 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1866 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1867 if (shader_data->rel_offset)
1869 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1871 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1873 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1875 else if (reg_maps->shader_version.major == 1
1876 && !shader_is_pshader_version(reg_maps->shader_version.type)
1877 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1879 const struct arb_vshader_private *shader_data = shader->backend_data;
1880 src0_param[0] = '\0';
1882 if (shader_data->rel_offset && ctx->target_version == ARB)
1884 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1885 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1886 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1887 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1889 else
1891 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1892 * with more than one component. Thus replicate the first source argument over all
1893 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1894 struct wined3d_shader_src_param tmp_src = ins->src[0];
1895 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1896 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1897 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1900 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1902 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1904 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1905 return;
1907 shader_hw_map2gl(ins);
1909 else
1911 shader_hw_map2gl(ins);
1915 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1917 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1918 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1919 char reg_dest[40];
1921 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1922 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1924 shader_arb_get_dst_param(ins, dst, reg_dest);
1926 if (ins->ctx->reg_maps->shader_version.major >= 2)
1928 const char *kilsrc = "TA";
1929 BOOL is_color;
1931 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1932 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1934 kilsrc = reg_dest;
1936 else
1938 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1939 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1940 * masked out components to 0(won't kill)
1942 char x = '0', y = '0', z = '0', w = '0';
1943 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1944 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1945 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1946 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1947 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1949 shader_addline(buffer, "KIL %s;\n", kilsrc);
1951 else
1953 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1954 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1956 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1957 * or pass in any temporary register(in shader phase 2)
1959 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1960 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1961 else
1962 shader_arb_get_dst_param(ins, dst, reg_dest);
1963 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1964 shader_addline(buffer, "KIL TA;\n");
1968 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1970 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1971 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1972 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1973 ins->ctx->reg_maps->shader_version.minor);
1974 struct wined3d_shader_src_param src;
1976 char reg_dest[40];
1977 char reg_coord[40];
1978 DWORD reg_sampler_code;
1979 WORD myflags = 0;
1980 BOOL swizzle_coord = FALSE;
1982 /* All versions have a destination register */
1983 shader_arb_get_dst_param(ins, dst, reg_dest);
1985 /* 1.0-1.4: Use destination register number as texture code.
1986 2.0+: Use provided sampler number as texture code. */
1987 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1988 reg_sampler_code = dst->reg.idx[0].offset;
1989 else
1990 reg_sampler_code = ins->src[1].reg.idx[0].offset;
1992 /* 1.0-1.3: Use the texcoord varying.
1993 1.4+: Use provided coordinate source register. */
1994 if (shader_version < WINED3D_SHADER_VERSION(1,4))
1995 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1996 else {
1997 /* TEX is the only instruction that can handle DW and DZ natively */
1998 src = ins->src[0];
1999 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
2000 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
2001 shader_arb_get_src_param(ins, &src, 0, reg_coord);
2004 /* projection flag:
2005 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2006 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2007 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2009 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2011 DWORD flags = 0;
2012 if (reg_sampler_code < MAX_TEXTURES)
2013 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2014 if (flags & WINED3D_PSARGS_PROJECTED)
2016 myflags |= TEX_PROJ;
2017 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
2018 swizzle_coord = TRUE;
2021 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2023 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2024 if (src_mod == WINED3DSPSM_DZ)
2026 swizzle_coord = TRUE;
2027 myflags |= TEX_PROJ;
2028 } else if(src_mod == WINED3DSPSM_DW) {
2029 myflags |= TEX_PROJ;
2031 } else {
2032 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2033 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2036 if (swizzle_coord)
2038 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2039 * reg_coord is a read-only varying register, so we need a temp reg */
2040 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2041 strcpy(reg_coord, "TA");
2044 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2047 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2049 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2050 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2051 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2052 ins->ctx->reg_maps->shader_version.minor);
2053 char dst_str[50];
2055 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2057 DWORD reg = dst->reg.idx[0].offset;
2059 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2060 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2061 } else {
2062 char reg_src[40];
2064 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2065 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2066 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2070 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2072 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2073 DWORD flags = 0;
2075 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2076 char dst_str[50];
2077 char src_str[50];
2079 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2080 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2081 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2082 /* Move .x first in case src_str is "TA" */
2083 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2084 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2085 if (reg1 < MAX_TEXTURES)
2087 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2088 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2090 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2093 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2095 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2097 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2098 char dst_str[50];
2099 char src_str[50];
2101 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2102 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2103 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2104 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2105 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2106 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2109 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2111 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2112 char dst_str[50];
2113 char src_str[50];
2115 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2116 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2117 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2118 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2121 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2123 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2124 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2125 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2126 char reg_coord[40], dst_reg[50], src_reg[50];
2127 DWORD reg_dest_code;
2129 /* All versions have a destination register. The Tx where the texture coordinates come
2130 * from is the varying incarnation of the texture register
2132 reg_dest_code = dst->reg.idx[0].offset;
2133 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2134 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2135 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2137 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2138 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2140 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2141 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2143 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2144 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2145 * extension.
2147 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2148 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2149 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2150 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2152 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2153 * so we can't let the GL handle this.
2155 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2156 & WINED3D_PSARGS_PROJECTED)
2158 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2159 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2160 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2161 } else {
2162 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2165 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2167 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2169 /* No src swizzles are allowed, so this is ok */
2170 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2171 src_reg, reg_dest_code, reg_dest_code);
2172 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2176 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2178 DWORD reg = ins->dst[0].reg.idx[0].offset;
2179 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2180 char src0_name[50], dst_name[50];
2181 BOOL is_color;
2182 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2184 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2185 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2186 * T<reg+1> register. Use this register to store the calculated vector
2188 tmp_reg.idx[0].offset = reg + 1;
2189 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2190 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2193 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2195 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2196 DWORD flags;
2197 DWORD reg = ins->dst[0].reg.idx[0].offset;
2198 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2199 char dst_str[50];
2200 char src0_name[50];
2201 char dst_reg[50];
2202 BOOL is_color;
2204 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2205 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2207 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2208 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2209 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2210 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2211 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2214 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2216 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2217 DWORD reg = ins->dst[0].reg.idx[0].offset;
2218 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2219 char src0_name[50], dst_name[50];
2220 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2221 BOOL is_color;
2223 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2224 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2225 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2227 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2228 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2230 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2231 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2232 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2233 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2236 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2238 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2239 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2240 DWORD flags;
2241 DWORD reg = ins->dst[0].reg.idx[0].offset;
2242 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2243 char dst_str[50];
2244 char src0_name[50], dst_name[50];
2245 BOOL is_color;
2247 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2248 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2249 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2251 /* Sample the texture using the calculated coordinates */
2252 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2253 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2254 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2255 tex_mx->current_row = 0;
2258 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2260 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2261 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2262 DWORD flags;
2263 DWORD reg = ins->dst[0].reg.idx[0].offset;
2264 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2265 char dst_str[50];
2266 char src0_name[50];
2267 char dst_reg[50];
2268 BOOL is_color;
2270 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2271 * components for temporary data storage
2273 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2274 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2275 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2277 /* Construct the eye-ray vector from w coordinates */
2278 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2279 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2280 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2282 /* Calculate reflection vector
2284 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2285 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2286 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2287 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2288 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2289 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2290 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2292 /* Sample the texture using the calculated coordinates */
2293 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2294 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2295 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2296 tex_mx->current_row = 0;
2299 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2301 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2302 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2303 DWORD flags;
2304 DWORD reg = ins->dst[0].reg.idx[0].offset;
2305 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2306 char dst_str[50];
2307 char src0_name[50];
2308 char src1_name[50];
2309 char dst_reg[50];
2310 BOOL is_color;
2312 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2313 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2314 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2315 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2316 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2318 /* Calculate reflection vector.
2320 * dot(N, E)
2321 * dst_reg.xyz = 2 * --------- * N - E
2322 * dot(N, N)
2324 * Which normalizes the normal vector
2326 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2327 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2328 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2329 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2330 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2331 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2333 /* Sample the texture using the calculated coordinates */
2334 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2335 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2336 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2337 tex_mx->current_row = 0;
2340 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2342 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2343 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2344 char dst_name[50];
2345 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2346 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2348 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2349 * which is essentially an input, is the destination register because it is the first
2350 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2351 * here(writemasks/swizzles are not valid on texdepth)
2353 shader_arb_get_dst_param(ins, dst, dst_name);
2355 /* According to the msdn, the source register(must be r5) is unusable after
2356 * the texdepth instruction, so we're free to modify it
2358 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2360 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2361 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2362 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2364 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2365 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2366 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2367 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2370 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2371 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2372 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2373 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2375 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2376 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2377 char src0[50];
2378 char dst_str[50];
2380 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2381 shader_addline(buffer, "MOV TB, 0.0;\n");
2382 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2384 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2385 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2388 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2389 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2390 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2392 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2393 char src0[50];
2394 char dst_str[50];
2395 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2397 /* Handle output register */
2398 shader_arb_get_dst_param(ins, dst, dst_str);
2399 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2400 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2403 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2404 * Perform the 3rd row of a 3x3 matrix multiply */
2405 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2407 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2408 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2409 char dst_str[50], dst_name[50];
2410 char src0[50];
2411 BOOL is_color;
2413 shader_arb_get_dst_param(ins, dst, dst_str);
2414 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2415 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2416 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2417 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2420 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2421 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2422 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2423 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2425 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2427 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2428 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2429 char src0[50], dst_name[50];
2430 BOOL is_color;
2431 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2432 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2434 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2435 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2436 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2438 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2439 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2440 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2442 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2443 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2444 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2445 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2448 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2449 Vertex/Pixel shaders to ARB_vertex_program codes */
2450 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2452 int i;
2453 int nComponents = 0;
2454 struct wined3d_shader_dst_param tmp_dst = {{0}};
2455 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2456 struct wined3d_shader_instruction tmp_ins;
2458 memset(&tmp_ins, 0, sizeof(tmp_ins));
2460 /* Set constants for the temporary argument */
2461 tmp_ins.ctx = ins->ctx;
2462 tmp_ins.dst_count = 1;
2463 tmp_ins.dst = &tmp_dst;
2464 tmp_ins.src_count = 2;
2465 tmp_ins.src = tmp_src;
2467 switch(ins->handler_idx)
2469 case WINED3DSIH_M4x4:
2470 nComponents = 4;
2471 tmp_ins.handler_idx = WINED3DSIH_DP4;
2472 break;
2473 case WINED3DSIH_M4x3:
2474 nComponents = 3;
2475 tmp_ins.handler_idx = WINED3DSIH_DP4;
2476 break;
2477 case WINED3DSIH_M3x4:
2478 nComponents = 4;
2479 tmp_ins.handler_idx = WINED3DSIH_DP3;
2480 break;
2481 case WINED3DSIH_M3x3:
2482 nComponents = 3;
2483 tmp_ins.handler_idx = WINED3DSIH_DP3;
2484 break;
2485 case WINED3DSIH_M3x2:
2486 nComponents = 2;
2487 tmp_ins.handler_idx = WINED3DSIH_DP3;
2488 break;
2489 default:
2490 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2491 break;
2494 tmp_dst = ins->dst[0];
2495 tmp_src[0] = ins->src[0];
2496 tmp_src[1] = ins->src[1];
2497 for (i = 0; i < nComponents; ++i)
2499 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2500 shader_hw_map2gl(&tmp_ins);
2501 ++tmp_src[1].reg.idx[0].offset;
2505 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2507 *need_abs = FALSE;
2509 switch(mod)
2511 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2512 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2513 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2514 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2515 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2516 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2517 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2518 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2519 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2520 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2521 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2522 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2523 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2525 FIXME("Unknown modifier %u\n", mod);
2526 return mod;
2529 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2531 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2532 const char *instruction;
2533 struct wined3d_shader_src_param src0_copy = ins->src[0];
2534 BOOL need_abs = FALSE;
2536 char dst[50];
2537 char src[50];
2539 switch(ins->handler_idx)
2541 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2542 case WINED3DSIH_RCP: instruction = "RCP"; break;
2543 case WINED3DSIH_EXPP:
2544 if (ins->ctx->reg_maps->shader_version.major < 2)
2546 instruction = "EXP";
2547 break;
2549 /* Drop through. */
2550 case WINED3DSIH_EXP:
2551 instruction = "EX2";
2552 break;
2553 case WINED3DSIH_LOG:
2554 case WINED3DSIH_LOGP:
2555 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2556 * instruction, but notice that the output of those instructions is
2557 * different. */
2558 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2559 instruction = "LG2";
2560 break;
2561 default: instruction = "";
2562 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2563 break;
2566 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2567 * .w is used. */
2568 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2570 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2571 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2573 if(need_abs)
2575 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2576 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2578 else
2580 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2585 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2587 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2588 char dst_name[50];
2589 char src_name[50];
2590 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2591 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2592 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2594 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2595 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2597 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2598 * otherwise NRM or RSQ would return NaN */
2599 if(pshader && priv->target_version >= NV3)
2601 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2603 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2605 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2606 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2607 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2609 else if(priv->target_version >= NV2)
2611 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2612 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2613 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2614 src_name);
2616 else
2618 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2620 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2621 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2622 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2624 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2625 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2627 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2628 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2629 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2630 src_name);
2634 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2636 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2637 char dst_name[50];
2638 char src_name[3][50];
2640 /* ARB_fragment_program has a convenient LRP instruction */
2641 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2642 shader_hw_map2gl(ins);
2643 return;
2646 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2647 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2648 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2649 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2651 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2652 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2653 dst_name, src_name[0], src_name[2]);
2656 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2658 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2659 * must contain fixed constants. So we need a separate function to filter those constants and
2660 * can't use map2gl
2662 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2663 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2664 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2665 char dst_name[50];
2666 char src_name0[50], src_name1[50], src_name2[50];
2667 BOOL is_color;
2669 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2670 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2671 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2672 /* No modifiers are supported on SCS */
2673 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2675 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2677 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2678 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2680 } else if(priv->target_version >= NV2) {
2681 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2683 /* Sincos writemask must be .x, .y or .xy */
2684 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2685 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2686 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2687 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2688 } else {
2689 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2690 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2692 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2693 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2695 * The constants we get are:
2697 * +1 +1, -1 -1 +1 +1 -1 -1
2698 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2699 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2701 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2703 * (x/2)^2 = x^2 / 4
2704 * (x/2)^3 = x^3 / 8
2705 * (x/2)^4 = x^4 / 16
2706 * (x/2)^5 = x^5 / 32
2707 * etc
2709 * To get the final result:
2710 * sin(x) = 2 * sin(x/2) * cos(x/2)
2711 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2712 * (from sin(x+y) and cos(x+y) rules)
2714 * As per MSDN, dst.z is undefined after the operation, and so is
2715 * dst.x and dst.y if they're masked out by the writemask. Ie
2716 * sincos dst.y, src1, c0, c1
2717 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2718 * vsa.exe also stops with an error if the dest register is the same register as the source
2719 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2720 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2722 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2723 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2724 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2726 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2727 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2728 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2729 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2730 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2731 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2733 /* sin(x/2)
2735 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2736 * properly merge that with MULs in the code above?
2737 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2738 * we can merge the sine and cosine MAD rows to calculate them together.
2740 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2741 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2742 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2743 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2745 /* cos(x/2) */
2746 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2747 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2748 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2750 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2751 /* cos x */
2752 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2753 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2755 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2756 /* sin x */
2757 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2758 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2763 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2765 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2766 char dst_name[50];
2767 char src_name[50];
2768 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2770 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2771 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2773 /* SGN is only valid in vertex shaders */
2774 if(ctx->target_version >= NV2) {
2775 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2776 return;
2779 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2780 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2782 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2783 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2784 } else {
2785 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2786 * Then use TA, and calculate the final result
2788 * Not reading from TA? Store the first result in TA to avoid overwriting the
2789 * destination if src reg = dst reg
2791 if(strstr(src_name, "TA"))
2793 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2794 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2795 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2797 else
2799 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2800 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2801 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2806 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2808 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2809 char src[50];
2810 char dst[50];
2811 char dst_name[50];
2812 BOOL is_color;
2814 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2815 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2816 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2818 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2819 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2822 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2824 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2825 char src0[50], src1[50], dst[50];
2826 struct wined3d_shader_src_param src0_copy = ins->src[0];
2827 BOOL need_abs = FALSE;
2828 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2829 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2831 /* POW operates on the absolute value of the input */
2832 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2834 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2835 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2836 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2838 if (need_abs)
2839 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2840 else
2841 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2843 if (priv->target_version >= NV2)
2845 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2846 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2847 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2849 else
2851 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2852 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2854 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2855 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2856 /* Possibly add flt_eps to avoid getting float special values */
2857 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2858 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2859 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2860 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2864 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2866 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2867 char src_name[50];
2868 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2870 /* src0 is aL */
2871 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2873 if(vshader)
2875 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2876 struct list *e = list_head(&priv->control_frames);
2877 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2879 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2880 /* The constant loader makes sure to load -1 into iX.w */
2881 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2882 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2883 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2885 else
2887 shader_addline(buffer, "LOOP %s;\n", src_name);
2891 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2893 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2894 char src_name[50];
2895 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2897 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2899 /* The constant loader makes sure to load -1 into iX.w */
2900 if(vshader)
2902 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2903 struct list *e = list_head(&priv->control_frames);
2904 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2906 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2908 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2909 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2910 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2912 else
2914 shader_addline(buffer, "REP %s;\n", src_name);
2918 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2920 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2921 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2923 if(vshader)
2925 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2926 struct list *e = list_head(&priv->control_frames);
2927 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2929 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2930 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2931 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2933 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2935 else
2937 shader_addline(buffer, "ENDLOOP;\n");
2941 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2943 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2944 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2946 if(vshader)
2948 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2949 struct list *e = list_head(&priv->control_frames);
2950 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2952 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2953 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2954 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2956 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2958 else
2960 shader_addline(buffer, "ENDREP;\n");
2964 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2966 struct control_frame *control_frame;
2968 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2970 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2972 ERR("Could not find loop for break\n");
2973 return NULL;
2976 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2978 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2979 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2980 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2982 if(vshader)
2984 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2986 else
2988 shader_addline(buffer, "BRK;\n");
2992 static const char *get_compare(enum wined3d_shader_rel_op op)
2994 switch (op)
2996 case WINED3D_SHADER_REL_OP_GT: return "GT";
2997 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2998 case WINED3D_SHADER_REL_OP_GE: return "GE";
2999 case WINED3D_SHADER_REL_OP_LT: return "LT";
3000 case WINED3D_SHADER_REL_OP_NE: return "NE";
3001 case WINED3D_SHADER_REL_OP_LE: return "LE";
3002 default:
3003 FIXME("Unrecognized operator %#x.\n", op);
3004 return "(\?\?)";
3008 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3010 switch (op)
3012 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3013 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3014 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3015 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3016 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3017 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3018 default:
3019 FIXME("Unrecognized operator %#x.\n", op);
3020 return -1;
3024 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3026 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3027 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3028 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3029 char src_name0[50];
3030 char src_name1[50];
3031 const char *comp = get_compare(ins->flags);
3033 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3034 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3036 if(vshader)
3038 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3039 * away the subtraction result
3041 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3042 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3044 else
3046 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3047 shader_addline(buffer, "BRK (%s.x);\n", comp);
3051 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3053 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3054 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3055 struct list *e = list_head(&priv->control_frames);
3056 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3057 const char *comp;
3058 char src_name0[50];
3059 char src_name1[50];
3060 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3062 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3063 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3065 if(vshader)
3067 /* Invert the flag. We jump to the else label if the condition is NOT true */
3068 comp = get_compare(invert_compare(ins->flags));
3069 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3070 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3072 else
3074 comp = get_compare(ins->flags);
3075 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3076 shader_addline(buffer, "IF %s.x;\n", comp);
3080 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3082 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3083 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3084 struct list *e = list_head(&priv->control_frames);
3085 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3086 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3088 if(vshader)
3090 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3091 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3092 control_frame->had_else = TRUE;
3094 else
3096 shader_addline(buffer, "ELSE;\n");
3100 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3102 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3103 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3104 struct list *e = list_head(&priv->control_frames);
3105 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3106 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3108 if(vshader)
3110 if(control_frame->had_else)
3112 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3114 else
3116 shader_addline(buffer, "#No else branch. else is endif\n");
3117 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3120 else
3122 shader_addline(buffer, "ENDIF;\n");
3126 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3128 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3129 char reg_dest[40];
3130 char reg_src[3][40];
3131 WORD flags = TEX_DERIV;
3133 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3134 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3135 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3136 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3138 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3139 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3141 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3144 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3146 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3147 char reg_dest[40];
3148 char reg_coord[40];
3149 WORD flags = TEX_LOD;
3151 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3152 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3154 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3155 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3157 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3160 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3162 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3163 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3165 priv->in_main_func = FALSE;
3166 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3167 * subroutine, don't generate a label that will make GL complain
3169 if(priv->target_version == ARB) return;
3171 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3174 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3175 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3176 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3177 struct wined3d_string_buffer *buffer)
3179 unsigned int i;
3181 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3182 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3183 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3184 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3186 if (args->super.fog_src == VS_FOG_Z)
3188 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3190 else
3192 if (!reg_maps->fog)
3194 /* posFixup.x is always 1.0, so we can safely use it */
3195 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3197 else
3199 /* Clamp fogcoord */
3200 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3201 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3203 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3204 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3208 /* Clipplanes are always stored without y inversion */
3209 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3211 if (args->super.clip_enabled)
3213 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3215 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3219 else if (args->clip.boolclip.clip_texcoord)
3221 static const char component[4] = {'x', 'y', 'z', 'w'};
3222 unsigned int cur_clip = 0;
3223 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3225 for (i = 0; i < gl_info->limits.clipplanes; ++i)
3227 if (args->clip.boolclip.clipplane_mask & (1u << i))
3229 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3230 component[cur_clip++], i);
3233 switch (cur_clip)
3235 case 0:
3236 shader_addline(buffer, "MOV TA, %s;\n", zero);
3237 break;
3238 case 1:
3239 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3240 break;
3241 case 2:
3242 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3243 break;
3244 case 3:
3245 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3246 break;
3248 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3249 args->clip.boolclip.clip_texcoord - 1);
3252 /* Write the final position.
3254 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3255 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3256 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3257 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3259 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3260 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3261 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3263 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3264 * and the glsl equivalent
3266 if (need_helper_const(shader_data, reg_maps, gl_info))
3268 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3269 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3271 else
3273 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3274 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3277 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3279 priv_ctx->footer_written = TRUE;
3282 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3284 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3285 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3286 const struct wined3d_shader *shader = ins->ctx->shader;
3287 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3289 if(priv->target_version == ARB) return;
3291 if(vshader)
3293 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3294 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3297 shader_addline(buffer, "RET;\n");
3300 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3302 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3303 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3306 static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3308 const char *ptr, *line;
3309 GLint native, pos;
3311 if (TRACE_ON(d3d_shader))
3313 ptr = src;
3314 while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3317 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3318 checkGLcall("glProgramStringARB()");
3320 if (FIXME_ON(d3d_shader))
3322 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3323 if (pos != -1)
3325 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3326 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3327 ptr = src;
3328 while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3329 FIXME_(d3d_shader)("\n");
3331 return FALSE;
3335 if (WARN_ON(d3d_perf))
3337 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3338 checkGLcall("glGetProgramivARB()");
3339 if (!native)
3340 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3343 return TRUE;
3346 /* Context activation is done by the caller. */
3347 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3349 GLuint program_id = 0;
3351 static const char blt_vprogram[] =
3352 "!!ARBvp1.0\n"
3353 "PARAM c[1] = { { 1, 0.5 } };\n"
3354 "MOV result.position, vertex.position;\n"
3355 "MOV result.color, c[0].x;\n"
3356 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3357 "END\n";
3359 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3360 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3361 shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, blt_vprogram);
3363 return program_id;
3366 /* Context activation is done by the caller. */
3367 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3368 enum wined3d_gl_resource_type tex_type, BOOL masked)
3370 GLuint program_id = 0;
3371 const char *fprogram;
3373 static const char * const blt_fprograms_full[WINED3D_GL_RES_TYPE_COUNT] =
3375 /* WINED3D_GL_RES_TYPE_TEX_1D */
3376 NULL,
3377 /* WINED3D_GL_RES_TYPE_TEX_2D */
3378 "!!ARBfp1.0\n"
3379 "TEMP R0;\n"
3380 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3381 "MOV result.depth.z, R0.x;\n"
3382 "END\n",
3383 /* WINED3D_GL_RES_TYPE_TEX_3D */
3384 NULL,
3385 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
3386 "!!ARBfp1.0\n"
3387 "TEMP R0;\n"
3388 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3389 "MOV result.depth.z, R0.x;\n"
3390 "END\n",
3391 /* WINED3D_GL_RES_TYPE_TEX_RECT */
3392 "!!ARBfp1.0\n"
3393 "TEMP R0;\n"
3394 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3395 "MOV result.depth.z, R0.x;\n"
3396 "END\n",
3397 /* WINED3D_GL_RES_TYPE_BUFFER */
3398 NULL,
3399 /* WINED3D_GL_RES_TYPE_RB */
3400 NULL,
3403 static const char * const blt_fprograms_masked[WINED3D_GL_RES_TYPE_COUNT] =
3405 /* WINED3D_GL_RES_TYPE_TEX_1D */
3406 NULL,
3407 /* WINED3D_GL_RES_TYPE_TEX_2D */
3408 "!!ARBfp1.0\n"
3409 "PARAM mask = program.local[0];\n"
3410 "TEMP R0;\n"
3411 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3412 "MUL R0.x, R0.x, R0.y;\n"
3413 "KIL -R0.x;\n"
3414 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3415 "MOV result.depth.z, R0.x;\n"
3416 "END\n",
3417 /* WINED3D_GL_RES_TYPE_TEX_3D */
3418 NULL,
3419 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
3420 "!!ARBfp1.0\n"
3421 "PARAM mask = program.local[0];\n"
3422 "TEMP R0;\n"
3423 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3424 "MUL R0.x, R0.x, R0.y;\n"
3425 "KIL -R0.x;\n"
3426 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3427 "MOV result.depth.z, R0.x;\n"
3428 "END\n",
3429 /* WINED3D_GL_RES_TYPE_TEX_RECT */
3430 "!!ARBfp1.0\n"
3431 "PARAM mask = program.local[0];\n"
3432 "TEMP R0;\n"
3433 "SLT R0.xy, fragment.position, mask.zwzw;\n"
3434 "MUL R0.x, R0.x, R0.y;\n"
3435 "KIL -R0.x;\n"
3436 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3437 "MOV result.depth.z, R0.x;\n"
3438 "END\n",
3439 /* WINED3D_GL_RES_TYPE_BUFFER */
3440 NULL,
3441 /* WINED3D_GL_RES_TYPE_RB */
3442 NULL,
3445 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3446 if (!fprogram)
3448 FIXME("tex_type %#x not supported, falling back to 2D\n", tex_type);
3449 tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
3450 fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3453 GL_EXTCALL(glGenProgramsARB(1, &program_id));
3454 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3455 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, fprogram);
3457 return program_id;
3460 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3461 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3463 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3465 if(condcode)
3467 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3468 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3469 /* Calculate the > 0.0031308 case */
3470 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3471 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3472 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3473 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3474 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3475 /* Calculate the < case */
3476 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3478 else
3480 /* Calculate the > 0.0031308 case */
3481 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3482 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3483 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3484 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3485 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3486 /* Calculate the < case */
3487 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3488 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3489 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3490 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3491 /* Store the components > 0.0031308 in the destination */
3492 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3493 /* Add the components that are < 0.0031308 */
3494 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3495 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3496 * result.color writes(.rgb first, then .a), or handle overwriting already written
3497 * components. The assembler uses a temporary register in this case, which is usually
3498 * not allocated from one of our registers that were used earlier.
3501 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3504 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3506 const struct wined3d_shader_lconst *constant;
3508 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3510 if (constant->idx == idx)
3512 return constant->value;
3515 return NULL;
3518 static void init_ps_input(const struct wined3d_shader *shader,
3519 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3521 static const char * const texcoords[8] =
3523 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3524 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3526 unsigned int i;
3527 const struct wined3d_shader_signature_element *input;
3528 const char *semantic_name;
3529 DWORD semantic_idx;
3531 switch(args->super.vp_mode)
3533 case pretransformed:
3534 case fixedfunction:
3535 /* The pixelshader has to collect the varyings on its own. In any case properly load
3536 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3537 * other attribs to 0.0.
3539 * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3540 * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3541 * load the texcoord attrib pointers to match the pixel shader signature
3543 for (i = 0; i < shader->input_signature.element_count; ++i)
3545 input = &shader->input_signature.elements[i];
3546 if (!(semantic_name = input->semantic_name))
3547 continue;
3548 semantic_idx = input->semantic_idx;
3550 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3552 if (!semantic_idx)
3553 priv->ps_input[input->register_idx] = "fragment.color.primary";
3554 else if (semantic_idx == 1)
3555 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3556 else
3557 priv->ps_input[input->register_idx] = "0.0";
3559 else if (args->super.vp_mode == fixedfunction)
3561 priv->ps_input[input->register_idx] = "0.0";
3563 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3565 if (semantic_idx < 8)
3566 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3567 else
3568 priv->ps_input[input->register_idx] = "0.0";
3570 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3572 if (!semantic_idx)
3573 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3574 else
3575 priv->ps_input[input->register_idx] = "0.0";
3577 else
3579 priv->ps_input[input->register_idx] = "0.0";
3582 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3583 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3585 break;
3587 case vertexshader:
3588 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3589 * fragment.color
3591 for(i = 0; i < 8; i++)
3593 priv->ps_input[i] = texcoords[i];
3595 priv->ps_input[8] = "fragment.color.primary";
3596 priv->ps_input[9] = "fragment.color.secondary";
3597 break;
3601 static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
3602 const char *fragcolor, const char *tmp)
3604 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3605 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3606 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3609 /* Context activation is done by the caller. */
3610 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3611 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3612 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3614 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3615 const DWORD *function = shader->function;
3616 GLuint retval;
3617 char fragcolor[16];
3618 DWORD next_local = 0;
3619 struct shader_arb_ctx_priv priv_ctx;
3620 BOOL dcl_td = FALSE;
3621 BOOL want_nv_prog = FALSE;
3622 struct arb_pshader_private *shader_priv = shader->backend_data;
3623 DWORD map;
3624 BOOL custom_linear_fog = FALSE;
3626 char srgbtmp[4][4];
3627 char ftoa_tmp[17];
3628 unsigned int i, found = 0;
3630 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3632 if (!(map & 1)
3633 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3634 || (reg_maps->shader_version.major < 2 && !i))
3635 continue;
3637 sprintf(srgbtmp[found], "R%u", i);
3638 ++found;
3639 if (found == 4) break;
3642 switch(found) {
3643 case 0:
3644 sprintf(srgbtmp[0], "TA");
3645 sprintf(srgbtmp[1], "TB");
3646 sprintf(srgbtmp[2], "TC");
3647 sprintf(srgbtmp[3], "TD");
3648 dcl_td = TRUE;
3649 break;
3650 case 1:
3651 sprintf(srgbtmp[1], "TA");
3652 sprintf(srgbtmp[2], "TB");
3653 sprintf(srgbtmp[3], "TC");
3654 break;
3655 case 2:
3656 sprintf(srgbtmp[2], "TA");
3657 sprintf(srgbtmp[3], "TB");
3658 break;
3659 case 3:
3660 sprintf(srgbtmp[3], "TA");
3661 break;
3662 case 4:
3663 break;
3666 /* Create the hw ARB shader */
3667 memset(&priv_ctx, 0, sizeof(priv_ctx));
3668 priv_ctx.cur_ps_args = args;
3669 priv_ctx.compiled_fprog = compiled;
3670 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3671 init_ps_input(shader, args, &priv_ctx);
3672 list_init(&priv_ctx.control_frames);
3673 priv_ctx.ps_post_process = args->super.srgb_correction;
3675 /* Avoid enabling NV_fragment_program* if we do not need it.
3677 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3678 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3679 * is faster than what we gain from using higher native instructions. There are some things though
3680 * that cannot be emulated. In that case enable the extensions.
3681 * If the extension is enabled, instruction handlers that support both ways will use it.
3683 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3684 * So enable the best we can get.
3686 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3687 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3689 want_nv_prog = TRUE;
3692 shader_addline(buffer, "!!ARBfp1.0\n");
3693 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3695 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3696 priv_ctx.target_version = NV3;
3698 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3700 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3701 priv_ctx.target_version = NV2;
3702 } else {
3703 if(want_nv_prog)
3705 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3706 * limits properly
3708 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3709 ERR("Try GLSL\n");
3711 priv_ctx.target_version = ARB;
3714 if (reg_maps->rt_mask > 1)
3716 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3719 if (reg_maps->shader_version.major < 3)
3721 switch (args->super.fog)
3723 case WINED3D_FFP_PS_FOG_OFF:
3724 break;
3725 case WINED3D_FFP_PS_FOG_LINEAR:
3726 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3728 custom_linear_fog = TRUE;
3729 priv_ctx.ps_post_process = TRUE;
3730 break;
3732 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3733 break;
3734 case WINED3D_FFP_PS_FOG_EXP:
3735 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3736 break;
3737 case WINED3D_FFP_PS_FOG_EXP2:
3738 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3739 break;
3743 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3744 * unused temps away(but occupies them for the whole shader if they're used once). Always
3745 * declaring them avoids tricky bookkeeping work
3747 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3748 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3749 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3750 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3751 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3752 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3753 wined3d_ftoa(eps, ftoa_tmp);
3754 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3756 if (reg_maps->shader_version.major < 2)
3758 strcpy(fragcolor, "R0");
3760 else
3762 if (priv_ctx.ps_post_process)
3764 if (shader->u.ps.color0_mov)
3766 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3768 else
3770 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3771 strcpy(fragcolor, "TMP_COLOR");
3773 } else {
3774 strcpy(fragcolor, "result.color");
3778 if (args->super.srgb_correction)
3780 shader_addline(buffer, "PARAM srgb_consts0 = ");
3781 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
3782 shader_addline(buffer, ";\n");
3783 shader_addline(buffer, "PARAM srgb_consts1 = ");
3784 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
3785 shader_addline(buffer, ";\n");
3788 /* Base Declarations */
3789 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3791 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3793 unsigned char bump_const;
3795 if (!(map & 1)) continue;
3797 bump_const = compiled->numbumpenvmatconsts;
3798 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3799 compiled->bumpenvmatconst[bump_const].texunit = i;
3800 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3801 compiled->luminanceconst[bump_const].texunit = i;
3803 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3804 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3805 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3806 * textures due to conditional NP2 restrictions)
3808 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3809 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3810 * their location is shader dependent anyway and they cannot be loaded globally.
3812 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3813 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3814 i, compiled->bumpenvmatconst[bump_const].const_num);
3815 compiled->numbumpenvmatconsts = bump_const + 1;
3817 if (!(reg_maps->luminanceparams & (1u << i)))
3818 continue;
3820 compiled->luminanceconst[bump_const].const_num = next_local++;
3821 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3822 i, compiled->luminanceconst[bump_const].const_num);
3825 for(i = 0; i < MAX_CONST_I; i++)
3827 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3828 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
3830 const DWORD *control_values = find_loop_control_values(shader, i);
3832 if(control_values)
3834 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3835 control_values[0], control_values[1], control_values[2]);
3837 else
3839 compiled->int_consts[i] = next_local;
3840 compiled->num_int_consts++;
3841 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3846 if(reg_maps->vpos || reg_maps->usesdsy)
3848 compiled->ycorrection = next_local;
3849 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3851 if(reg_maps->vpos)
3853 shader_addline(buffer, "TEMP vpos;\n");
3854 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3855 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3856 * ycorrection.z: 1.0
3857 * ycorrection.w: 0.0
3859 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3860 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3863 else
3865 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3868 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3869 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3870 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3871 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3872 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3873 * shader compilation errors and the subsequent errors when drawing with this shader. */
3874 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3875 unsigned char cur_fixup_sampler = 0;
3877 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3878 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3879 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3881 fixup->offset = next_local;
3882 fixup->super.active = 0;
3884 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3886 if (!(map & (1u << i)))
3887 continue;
3889 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts)
3891 fixup->super.active |= (1u << i);
3892 fixup->super.idx[i] = cur_fixup_sampler++;
3894 else
3896 FIXME("No free constant found to load NP2 fixup data into shader. "
3897 "Sampling from this texture will probably look wrong.\n");
3898 break;
3902 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3903 if (fixup->super.num_consts) {
3904 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3905 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3909 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3911 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3914 /* Base Shader Body */
3915 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3917 if(args->super.srgb_correction) {
3918 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3919 priv_ctx.target_version >= NV2);
3922 if (custom_linear_fog)
3923 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3925 if(strcmp(fragcolor, "result.color")) {
3926 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3928 shader_addline(buffer, "END\n");
3930 /* TODO: change to resource.glObjectHandle or something like that */
3931 GL_EXTCALL(glGenProgramsARB(1, &retval));
3933 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3934 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3936 TRACE("Created hw pixel shader, prg=%d\n", retval);
3937 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3938 return 0;
3940 return retval;
3943 static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3945 unsigned int i;
3946 int ret;
3948 if (sig1->element_count != sig2->element_count)
3949 return sig1->element_count < sig2->element_count ? -1 : 1;
3951 for (i = 0; i < sig1->element_count; ++i)
3953 const struct wined3d_shader_signature_element *e1, *e2;
3955 e1 = &sig1->elements[i];
3956 e2 = &sig2->elements[i];
3958 if (!e1->semantic_name || !e2->semantic_name)
3960 /* Compare pointers, not contents. One string is NULL (element
3961 * does not exist), the other one is not NULL. */
3962 if (e1->semantic_name != e2->semantic_name)
3963 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3964 continue;
3967 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3968 return ret;
3969 if (e1->semantic_idx != e2->semantic_idx)
3970 return e1->semantic_idx < e2->semantic_idx ? -1 : 1;
3971 if (e1->sysval_semantic != e2->sysval_semantic)
3972 return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1;
3973 if (e1->component_type != e2->component_type)
3974 return e1->component_type < e2->component_type ? -1 : 1;
3975 if (e1->register_idx != e2->register_idx)
3976 return e1->register_idx < e2->register_idx ? -1 : 1;
3977 if (e1->mask != e2->mask)
3978 return e1->mask < e2->mask ? -1 : 1;
3980 return 0;
3983 static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
3985 unsigned int i;
3986 char *name;
3988 new->element_count = sig->element_count;
3989 new->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*new->elements) * new->element_count);
3990 for (i = 0; i < sig->element_count; ++i)
3992 new->elements[i] = sig->elements[i];
3994 if (!new->elements[i].semantic_name)
3995 continue;
3997 /* Clone the semantic string */
3998 name = HeapAlloc(GetProcessHeap(), 0, strlen(sig->elements[i].semantic_name) + 1);
3999 strcpy(name, sig->elements[i].semantic_name);
4000 new->elements[i].semantic_name = name;
4004 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
4006 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
4007 struct ps_signature *found_sig;
4009 if (entry)
4011 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4012 TRACE("Found existing signature %u\n", found_sig->idx);
4013 return found_sig->idx;
4015 found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*found_sig));
4016 clone_sig(&found_sig->sig, sig);
4017 found_sig->idx = priv->ps_sig_number++;
4018 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
4019 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
4021 ERR("Failed to insert program entry.\n");
4023 return found_sig->idx;
4026 static void init_output_registers(const struct wined3d_shader *shader,
4027 const struct wined3d_shader_signature *ps_input_sig,
4028 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
4030 unsigned int i, j;
4031 static const char * const texcoords[8] =
4033 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4034 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
4036 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
4037 * and varying 9 to result.color.secondary
4039 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
4041 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4042 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
4043 "result.color.primary", "result.color.secondary"
4046 if (!ps_input_sig)
4048 TRACE("Pixel shader uses builtin varyings\n");
4049 /* Map builtins to builtins */
4050 for(i = 0; i < 8; i++)
4052 priv_ctx->texcrd_output[i] = texcoords[i];
4054 priv_ctx->color_output[0] = "result.color.primary";
4055 priv_ctx->color_output[1] = "result.color.secondary";
4056 priv_ctx->fog_output = "TMP_FOGCOORD";
4058 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
4059 for (i = 0; i < shader->output_signature.element_count; ++i)
4061 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4063 if (!output->semantic_name)
4064 continue;
4066 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
4068 TRACE("o%u is TMP_OUT\n", output->register_idx);
4069 if (!output->semantic_idx)
4070 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4071 else
4072 priv_ctx->vs_output[output->register_idx] = "TA";
4074 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
4076 TRACE("o%u is result.pointsize\n", output->register_idx);
4077 if (!output->semantic_idx)
4078 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4079 else
4080 priv_ctx->vs_output[output->register_idx] = "TA";
4082 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
4084 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
4085 if (!output->semantic_idx)
4086 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
4087 else if (output->semantic_idx == 1)
4088 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
4089 else priv_ctx->vs_output[output->register_idx] = "TA";
4091 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4093 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
4094 if (output->semantic_idx >= 8)
4095 priv_ctx->vs_output[output->register_idx] = "TA";
4096 else
4097 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
4099 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
4101 TRACE("o%u is result.fogcoord\n", output->register_idx);
4102 if (output->semantic_idx > 0)
4103 priv_ctx->vs_output[output->register_idx] = "TA";
4104 else
4105 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
4107 else
4109 priv_ctx->vs_output[output->register_idx] = "TA";
4112 return;
4115 TRACE("Pixel shader uses declared varyings\n");
4117 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4118 for(i = 0; i < 8; i++)
4120 priv_ctx->texcrd_output[i] = "TA";
4122 priv_ctx->color_output[0] = "TA";
4123 priv_ctx->color_output[1] = "TA";
4124 priv_ctx->fog_output = "TA";
4126 for (i = 0; i < ps_input_sig->element_count; ++i)
4128 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4130 if (!input->semantic_name)
4131 continue;
4133 /* If a declared input register is not written by builtin arguments, don't write to it.
4134 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4136 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4137 * to TMP_OUT in any case
4139 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4141 if (input->semantic_idx < 8)
4142 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4144 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4146 if (input->semantic_idx < 2)
4147 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4149 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4151 if (!input->semantic_idx)
4152 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4154 else
4156 continue;
4159 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4160 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4162 compiled->need_color_unclamp = TRUE;
4166 /* Map declared to declared */
4167 for (i = 0; i < shader->output_signature.element_count; ++i)
4169 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4171 /* Write unread output to TA to throw them away */
4172 priv_ctx->vs_output[output->register_idx] = "TA";
4174 if (!output->semantic_name)
4175 continue;
4177 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
4179 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4180 continue;
4182 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
4184 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4185 continue;
4188 for (j = 0; j < ps_input_sig->element_count; ++j)
4190 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4192 if (!input->semantic_name)
4193 continue;
4195 if (!strcmp(input->semantic_name, output->semantic_name)
4196 && input->semantic_idx == output->semantic_idx)
4198 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4200 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4201 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4203 compiled->need_color_unclamp = TRUE;
4210 /* Context activation is done by the caller. */
4211 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4212 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4213 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4214 const struct wined3d_shader_signature *ps_input_sig)
4216 const struct arb_vshader_private *shader_data = shader->backend_data;
4217 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4218 struct shader_arb_priv *priv = shader->device->shader_priv;
4219 const DWORD *function = shader->function;
4220 GLuint ret;
4221 DWORD next_local = 0;
4222 struct shader_arb_ctx_priv priv_ctx;
4223 unsigned int i;
4225 memset(&priv_ctx, 0, sizeof(priv_ctx));
4226 priv_ctx.cur_vs_args = args;
4227 list_init(&priv_ctx.control_frames);
4228 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4230 /* Create the hw ARB shader */
4231 shader_addline(buffer, "!!ARBvp1.0\n");
4233 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4234 * mesurable performance penalty, and we can always make use of it for clipplanes.
4236 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4238 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4239 priv_ctx.target_version = NV3;
4240 shader_addline(buffer, "ADDRESS aL;\n");
4242 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4244 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4245 priv_ctx.target_version = NV2;
4246 shader_addline(buffer, "ADDRESS aL;\n");
4247 } else {
4248 priv_ctx.target_version = ARB;
4251 shader_addline(buffer, "TEMP TMP_OUT;\n");
4252 if (reg_maps->fog)
4253 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4254 if (need_helper_const(shader_data, reg_maps, gl_info))
4256 char ftoa_tmp[17];
4257 wined3d_ftoa(eps, ftoa_tmp);
4258 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4260 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4262 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4263 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4266 shader_addline(buffer, "TEMP TA;\n");
4267 shader_addline(buffer, "TEMP TB;\n");
4269 /* Base Declarations */
4270 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4271 &priv_ctx.vs_clipplanes, &priv_ctx);
4273 for(i = 0; i < MAX_CONST_I; i++)
4275 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4276 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
4278 const DWORD *control_values = find_loop_control_values(shader, i);
4280 if(control_values)
4282 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4283 control_values[0], control_values[1], control_values[2]);
4285 else
4287 compiled->int_consts[i] = next_local;
4288 compiled->num_int_consts++;
4289 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4294 /* We need a constant to fixup the final position */
4295 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4296 compiled->pos_fixup = next_local++;
4298 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4299 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4300 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4301 * a replacement shader depend on the texcoord.w being set properly.
4303 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4304 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4305 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4306 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4307 * this can eat a number of instructions, so skip it unless this cap is set as well
4309 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4311 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4312 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4314 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4316 int i;
4317 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4318 for(i = 0; i < MAX_REG_TEXCRD; i++)
4320 if (reg_maps->u.texcoord_mask[i] && reg_maps->u.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4321 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4326 /* The shader starts with the main function */
4327 priv_ctx.in_main_func = TRUE;
4328 /* Base Shader Body */
4329 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4331 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4332 shader_data, args, reg_maps, gl_info, buffer);
4334 shader_addline(buffer, "END\n");
4336 /* TODO: change to resource.glObjectHandle or something like that */
4337 GL_EXTCALL(glGenProgramsARB(1, &ret));
4339 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4340 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4342 TRACE("Created hw vertex shader, prg=%d\n", ret);
4343 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4344 return -1;
4346 return ret;
4349 /* Context activation is done by the caller. */
4350 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4351 const struct arb_ps_compile_args *args)
4353 struct wined3d_device *device = shader->device;
4354 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4355 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4356 UINT i;
4357 DWORD new_size;
4358 struct arb_ps_compiled_shader *new_array;
4359 struct wined3d_string_buffer buffer;
4360 struct arb_pshader_private *shader_data;
4361 GLuint ret;
4363 if (!shader->backend_data)
4365 struct shader_arb_priv *priv = device->shader_priv;
4367 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4368 shader_data = shader->backend_data;
4369 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4371 if (shader->reg_maps.shader_version.major < 3)
4372 shader_data->input_signature_idx = ~0U;
4373 else
4374 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4376 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4378 if (!d3d_info->vs_clipping)
4379 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4380 d3d_info->limits.ffp_blend_stages - 1);
4381 else
4382 shader_data->clipplane_emulation = ~0U;
4384 shader_data = shader->backend_data;
4386 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4387 * so a linear search is more performant than a hashmap or a binary search
4388 * (cache coherency etc)
4390 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4392 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4393 return &shader_data->gl_shaders[i];
4396 TRACE("No matching GL shader found, compiling a new shader\n");
4397 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4398 if (shader_data->num_gl_shaders)
4400 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4401 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4402 new_size * sizeof(*shader_data->gl_shaders));
4403 } else {
4404 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4405 new_size = 1;
4408 if(!new_array) {
4409 ERR("Out of memory\n");
4410 return 0;
4412 shader_data->gl_shaders = new_array;
4413 shader_data->shader_array_size = new_size;
4416 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4418 pixelshader_update_resource_types(shader, args->super.tex_types);
4420 if (!string_buffer_init(&buffer))
4422 ERR("Failed to initialize shader buffer.\n");
4423 return 0;
4426 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4427 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4428 string_buffer_free(&buffer);
4429 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4431 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4434 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4435 const DWORD use_map, BOOL skip_int) {
4436 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4437 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4438 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4439 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4440 if(stored->ps_signature != new->ps_signature) return FALSE;
4441 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4442 if(skip_int) return TRUE;
4444 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4447 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4448 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4449 const struct wined3d_shader_signature *ps_input_sig)
4451 UINT i;
4452 DWORD new_size;
4453 struct arb_vs_compiled_shader *new_array;
4454 struct wined3d_string_buffer buffer;
4455 struct arb_vshader_private *shader_data;
4456 GLuint ret;
4458 if (!shader->backend_data)
4460 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4462 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4463 shader_data = shader->backend_data;
4465 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4466 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4468 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4470 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4471 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4472 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4474 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4475 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4476 else if (reg_maps->max_rel_offset > 63)
4477 shader_data->rel_offset = reg_maps->min_rel_offset;
4480 shader_data = shader->backend_data;
4482 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4483 * so a linear search is more performant than a hashmap or a binary search
4484 * (cache coherency etc)
4486 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4487 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4488 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4490 return &shader_data->gl_shaders[i];
4494 TRACE("No matching GL shader found, compiling a new shader\n");
4496 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4497 if (shader_data->num_gl_shaders)
4499 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4500 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4501 new_size * sizeof(*shader_data->gl_shaders));
4502 } else {
4503 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4504 new_size = 1;
4507 if(!new_array) {
4508 ERR("Out of memory\n");
4509 return 0;
4511 shader_data->gl_shaders = new_array;
4512 shader_data->shader_array_size = new_size;
4515 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4517 if (!string_buffer_init(&buffer))
4519 ERR("Failed to initialize shader buffer.\n");
4520 return 0;
4523 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4524 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4525 ps_input_sig);
4526 string_buffer_free(&buffer);
4527 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4529 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4532 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4533 const struct wined3d_context *context, const struct wined3d_shader *shader,
4534 struct arb_ps_compile_args *args)
4536 const struct wined3d_gl_info *gl_info = context->gl_info;
4537 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4538 int i;
4539 WORD int_skip;
4541 find_ps_compile_args(state, shader, context->stream_info.position_transformed, &args->super, context);
4543 /* This forces all local boolean constants to 1 to make them stateblock independent */
4544 args->bools = shader->reg_maps.local_bool_consts;
4546 for(i = 0; i < MAX_CONST_B; i++)
4548 if (state->ps_consts_b[i])
4549 args->bools |= ( 1u << i);
4552 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4553 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4554 * duplicate the shader than have a no-op KIL instruction in every shader
4556 if (!d3d_info->vs_clipping && use_vs(state)
4557 && state->render_states[WINED3D_RS_CLIPPING]
4558 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4559 args->clip = 1;
4560 else
4561 args->clip = 0;
4563 /* Skip if unused or local, or supported natively */
4564 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4565 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4567 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4568 return;
4571 for (i = 0; i < MAX_CONST_I; ++i)
4573 if (int_skip & (1u << i))
4575 args->loop_ctrl[i][0] = 0;
4576 args->loop_ctrl[i][1] = 0;
4577 args->loop_ctrl[i][2] = 0;
4579 else
4581 args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4582 args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4583 args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4588 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4589 const struct wined3d_context *context, const struct wined3d_shader *shader,
4590 struct arb_vs_compile_args *args)
4592 const struct wined3d_device *device = shader->device;
4593 const struct wined3d_adapter *adapter = device->adapter;
4594 const struct wined3d_gl_info *gl_info = context->gl_info;
4595 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4596 int i;
4597 WORD int_skip;
4599 find_vs_compile_args(state, shader, context->stream_info.swizzle_map, &args->super, d3d_info);
4601 args->clip.boolclip_compare = 0;
4602 if (use_ps(state))
4604 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4605 const struct arb_pshader_private *shader_priv = ps->backend_data;
4606 args->ps_signature = shader_priv->input_signature_idx;
4608 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4610 else
4612 args->ps_signature = ~0;
4613 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4614 args->clip.boolclip.clip_texcoord = ffp_clip_emul(context) ? d3d_info->limits.ffp_blend_stages : 0;
4615 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4618 if (args->clip.boolclip.clip_texcoord)
4620 if (state->render_states[WINED3D_RS_CLIPPING])
4621 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4622 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4625 /* This forces all local boolean constants to 1 to make them stateblock independent */
4626 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4627 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4628 for(i = 0; i < MAX_CONST_B; i++)
4630 if (state->vs_consts_b[i])
4631 args->clip.boolclip.bools |= (1u << i);
4634 args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0];
4635 args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1];
4636 args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2];
4637 args->vertex.samplers[3] = 0;
4639 /* Skip if unused or local */
4640 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4641 /* This is about flow control, not clipping. */
4642 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4644 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4645 return;
4648 for(i = 0; i < MAX_CONST_I; i++)
4650 if (int_skip & (1u << i))
4652 args->loop_ctrl[i][0] = 0;
4653 args->loop_ctrl[i][1] = 0;
4654 args->loop_ctrl[i][2] = 0;
4656 else
4658 args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4659 args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4660 args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4665 /* Context activation is done by the caller. */
4666 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4667 const struct wined3d_state *state)
4669 struct shader_arb_priv *priv = shader_priv;
4670 const struct wined3d_gl_info *gl_info = context->gl_info;
4671 int i;
4673 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4674 if (use_ps(state))
4676 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4677 struct arb_ps_compile_args compile_args;
4678 struct arb_ps_compiled_shader *compiled;
4680 TRACE("Using pixel shader %p.\n", ps);
4681 find_arb_ps_compile_args(state, context, ps, &compile_args);
4682 compiled = find_arb_pshader(ps, &compile_args);
4683 priv->current_fprogram_id = compiled->prgId;
4684 priv->compiled_fprog = compiled;
4686 /* Bind the fragment program */
4687 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4688 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4690 if (!priv->use_arbfp_fixed_func)
4691 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4693 /* Enable OpenGL fragment programs. */
4694 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4695 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4697 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4699 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4700 * a 1.x and newer shader, reload the first 8 constants
4702 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4704 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4705 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4706 for(i = 0; i < 8; i++)
4708 priv->pshader_const_dirty[i] = 1;
4710 /* Also takes care of loading local constants */
4711 shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
4713 else
4715 UINT rt_height = state->fb->render_targets[0]->height;
4716 shader_arb_ps_local_constants(compiled, context, state, rt_height);
4719 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4720 if (compiled->np2fixup_info.super.active)
4721 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4723 if (ps->load_local_constsF)
4724 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4726 else
4728 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4730 /* Disable only if we're not using arbfp fixed function fragment
4731 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4732 * enabled, and the fixed function pipeline will bind the fixed
4733 * function replacement shader. */
4734 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4735 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4736 priv->current_fprogram_id = 0;
4738 priv->fragment_pipe->enable_extension(gl_info, TRUE);
4741 if (use_vs(state))
4743 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4744 struct arb_vs_compile_args compile_args;
4745 struct arb_vs_compiled_shader *compiled;
4746 const struct wined3d_shader_signature *ps_input_sig;
4748 TRACE("Using vertex shader %p\n", vs);
4749 find_arb_vs_compile_args(state, context, vs, &compile_args);
4751 /* Instead of searching for the signature in the signature list, read the one from the
4752 * current pixel shader. It's maybe not the shader where the signature came from, but it
4753 * is the same signature and faster to find. */
4754 if (compile_args.ps_signature == ~0U)
4755 ps_input_sig = NULL;
4756 else
4757 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4759 compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map,
4760 &compile_args, ps_input_sig);
4761 priv->current_vprogram_id = compiled->prgId;
4762 priv->compiled_vprog = compiled;
4764 /* Bind the vertex program */
4765 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4766 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4768 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4770 /* Enable OpenGL vertex programs */
4771 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4772 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4773 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4774 shader_arb_vs_local_constants(compiled, context, state);
4776 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4777 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4779 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4781 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4782 checkGLcall("glClampColorARB");
4783 } else {
4784 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4788 if (vs->load_local_constsF)
4789 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4791 else
4793 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4795 priv->current_vprogram_id = 0;
4796 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4797 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4799 priv->vertex_pipe->vp_enable(gl_info, TRUE);
4804 /* Context activation is done by the caller. */
4805 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4807 const struct wined3d_gl_info *gl_info = context->gl_info;
4808 struct shader_arb_priv *priv = shader_priv;
4810 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4812 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4813 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4814 priv->current_fprogram_id = 0;
4816 priv->fragment_pipe->enable_extension(gl_info, FALSE);
4818 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4820 priv->current_vprogram_id = 0;
4821 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4822 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4824 priv->vertex_pipe->vp_enable(gl_info, FALSE);
4826 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4828 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4829 checkGLcall("glClampColorARB");
4830 priv->last_vs_color_unclamp = FALSE;
4833 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
4834 | (1u << WINED3D_SHADER_TYPE_VERTEX)
4835 | (1u << WINED3D_SHADER_TYPE_GEOMETRY);
4838 /* Context activation is done by the caller. */
4839 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4840 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size)
4842 const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4843 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4844 struct shader_arb_priv *priv = shader_priv;
4845 GLuint *blt_fprogram;
4847 if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4848 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4849 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4851 blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4852 if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4853 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4854 if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4855 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4858 /* Context activation is done by the caller. */
4859 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4861 struct shader_arb_priv *priv = shader_priv;
4863 if (priv->current_vprogram_id) {
4864 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4865 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4867 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4869 else
4871 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4872 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4875 if (priv->current_fprogram_id) {
4876 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4877 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4879 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4881 else if(!priv->use_arbfp_fixed_func)
4883 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4884 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4888 static void shader_arb_destroy(struct wined3d_shader *shader)
4890 struct wined3d_device *device = shader->device;
4891 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4893 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4895 struct arb_pshader_private *shader_data = shader->backend_data;
4896 UINT i;
4898 if(!shader_data) return; /* This can happen if a shader was never compiled */
4900 if (shader_data->num_gl_shaders)
4902 struct wined3d_context *context = context_acquire(device, NULL);
4904 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4906 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4907 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4910 context_release(context);
4913 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4914 HeapFree(GetProcessHeap(), 0, shader_data);
4915 shader->backend_data = NULL;
4917 else
4919 struct arb_vshader_private *shader_data = shader->backend_data;
4920 UINT i;
4922 if(!shader_data) return; /* This can happen if a shader was never compiled */
4924 if (shader_data->num_gl_shaders)
4926 struct wined3d_context *context = context_acquire(device, NULL);
4928 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4930 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4931 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4934 context_release(context);
4937 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4938 HeapFree(GetProcessHeap(), 0, shader_data);
4939 shader->backend_data = NULL;
4943 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4945 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4946 return compare_sig(key, &e->sig);
4949 static const struct wine_rb_functions sig_tree_functions =
4951 wined3d_rb_alloc,
4952 wined3d_rb_realloc,
4953 wined3d_rb_free,
4954 sig_tree_compare
4957 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4958 const struct fragment_pipeline *fragment_pipe)
4960 struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4961 struct fragment_caps fragment_caps;
4962 void *vertex_priv, *fragment_priv;
4963 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4965 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4967 ERR("Failed to initialize vertex pipe.\n");
4968 HeapFree(GetProcessHeap(), 0, priv);
4969 return E_FAIL;
4972 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4974 ERR("Failed to initialize fragment pipe.\n");
4975 vertex_pipe->vp_free(device);
4976 HeapFree(GetProcessHeap(), 0, priv);
4977 return E_FAIL;
4980 priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4981 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4982 if (!priv->vshader_const_dirty)
4983 goto fail;
4984 memset(priv->vshader_const_dirty, 1,
4985 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4987 priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4988 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4989 if (!priv->pshader_const_dirty)
4990 goto fail;
4991 memset(priv->pshader_const_dirty, 1,
4992 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4994 if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4996 ERR("RB tree init failed\n");
4997 goto fail;
5000 priv->vertex_pipe = vertex_pipe;
5001 priv->fragment_pipe = fragment_pipe;
5002 fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
5003 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
5005 device->vertex_priv = vertex_priv;
5006 device->fragment_priv = fragment_priv;
5007 device->shader_priv = priv;
5009 return WINED3D_OK;
5011 fail:
5012 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
5013 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
5014 fragment_pipe->free_private(device);
5015 vertex_pipe->vp_free(device);
5016 HeapFree(GetProcessHeap(), 0, priv);
5017 return E_OUTOFMEMORY;
5020 static void release_signature(struct wine_rb_entry *entry, void *context)
5022 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
5023 unsigned int i;
5025 for (i = 0; i < sig->sig.element_count; ++i)
5027 HeapFree(GetProcessHeap(), 0, (char *)sig->sig.elements[i].semantic_name);
5029 HeapFree(GetProcessHeap(), 0, sig->sig.elements);
5030 HeapFree(GetProcessHeap(), 0, sig);
5033 /* Context activation is done by the caller. */
5034 static void shader_arb_free(struct wined3d_device *device)
5036 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5037 struct shader_arb_priv *priv = device->shader_priv;
5038 int i;
5040 if (priv->depth_blt_vprogram_id)
5041 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
5043 for (i = 0; i < WINED3D_GL_RES_TYPE_COUNT; ++i)
5045 if (priv->depth_blt_fprogram_id_full[i])
5047 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
5049 if (priv->depth_blt_fprogram_id_masked[i])
5051 GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
5055 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
5056 HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
5057 HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
5058 priv->fragment_pipe->free_private(device);
5059 priv->vertex_pipe->vp_free(device);
5060 HeapFree(GetProcessHeap(), 0, device->shader_priv);
5063 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
5065 return TRUE;
5068 static void shader_arb_free_context_data(struct wined3d_context *context)
5070 struct shader_arb_priv *priv;
5072 if (!context->swapchain)
5073 return;
5075 priv = context->swapchain->device->shader_priv;
5076 if (priv->last_context == context)
5077 priv->last_context = NULL;
5080 static void shader_arb_init_context_state(struct wined3d_context *context) {}
5082 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
5084 if (gl_info->supported[ARB_VERTEX_PROGRAM])
5086 DWORD vs_consts;
5087 UINT vs_version;
5089 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
5090 * for vertex programs. If the native limit is less than that it's
5091 * not very useful, and e.g. Mesa swrast returns 0, probably to
5092 * indicate it's a software implementation. */
5093 if (gl_info->limits.arb_vs_native_constants < 96)
5094 vs_consts = gl_info->limits.arb_vs_float_constants;
5095 else
5096 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
5098 if (gl_info->supported[NV_VERTEX_PROGRAM3])
5100 vs_version = 3;
5101 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
5103 else if (vs_consts >= 256)
5105 /* Shader Model 2.0 requires at least 256 vertex shader constants */
5106 vs_version = 2;
5107 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5109 else
5111 vs_version = 1;
5112 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5114 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
5115 caps->vs_uniform_count = vs_consts;
5117 else
5119 caps->vs_version = 0;
5120 caps->vs_uniform_count = 0;
5123 caps->gs_version = 0;
5125 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5127 DWORD ps_consts;
5128 UINT ps_version;
5130 /* Similar as above for vertex programs, but the minimum for fragment
5131 * programs is 24. */
5132 if (gl_info->limits.arb_ps_native_constants < 24)
5133 ps_consts = gl_info->limits.arb_ps_float_constants;
5134 else
5135 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5137 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5139 ps_version = 3;
5140 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5142 else if (ps_consts >= 32)
5144 /* Shader Model 2.0 requires at least 32 pixel shader constants */
5145 ps_version = 2;
5146 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5148 else
5150 ps_version = 1;
5151 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5153 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
5154 caps->ps_uniform_count = ps_consts;
5155 caps->ps_1x_max_value = 8.0f;
5157 else
5159 caps->ps_version = 0;
5160 caps->ps_uniform_count = 0;
5161 caps->ps_1x_max_value = 0.0f;
5164 caps->varying_count = 0;
5165 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
5166 if (use_nv_clip(gl_info))
5167 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
5170 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5172 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5174 TRACE("Checking support for color_fixup:\n");
5175 dump_color_fixup_desc(fixup);
5178 /* We support everything except complex conversions. */
5179 if (!is_complex_fixup(fixup))
5181 TRACE("[OK]\n");
5182 return TRUE;
5185 TRACE("[FAILED]\n");
5186 return FALSE;
5189 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5190 DWORD shift;
5191 char write_mask[20], regstr[50];
5192 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5193 BOOL is_color = FALSE;
5194 const struct wined3d_shader_dst_param *dst;
5196 if (!ins->dst_count) return;
5198 dst = &ins->dst[0];
5199 shift = dst->shift;
5200 if (!shift) return; /* Saturate alone is handled by the instructions */
5202 shader_arb_get_write_mask(ins, dst, write_mask);
5203 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5205 /* Generate a line that does the output modifier computation
5206 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5207 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5209 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5210 regstr, write_mask, regstr, shift_tab[shift]);
5213 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5215 /* WINED3DSIH_ABS */ shader_hw_map2gl,
5216 /* WINED3DSIH_ADD */ shader_hw_map2gl,
5217 /* WINED3DSIH_AND */ NULL,
5218 /* WINED3DSIH_BEM */ pshader_hw_bem,
5219 /* WINED3DSIH_BREAK */ shader_hw_break,
5220 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5221 /* WINED3DSIH_BREAKP */ NULL,
5222 /* WINED3DSIH_CALL */ shader_hw_call,
5223 /* WINED3DSIH_CALLNZ */ NULL,
5224 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5225 /* WINED3DSIH_CND */ pshader_hw_cnd,
5226 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5227 /* WINED3DSIH_CUT */ NULL,
5228 /* WINED3DSIH_DCL */ shader_hw_nop,
5229 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5230 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL,
5231 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
5232 /* WINED3DSIH_DCL_INPUT */ NULL,
5233 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5234 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
5235 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
5236 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
5237 /* WINED3DSIH_DCL_INPUT_SGV */ NULL,
5238 /* WINED3DSIH_DCL_INPUT_SIV */ NULL,
5239 /* WINED3DSIH_DCL_OUTPUT */ NULL,
5240 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
5241 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5242 /* WINED3DSIH_DCL_SAMPLER */ NULL,
5243 /* WINED3DSIH_DCL_TEMPS */ NULL,
5244 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5245 /* WINED3DSIH_DEF */ shader_hw_nop,
5246 /* WINED3DSIH_DEFB */ shader_hw_nop,
5247 /* WINED3DSIH_DEFI */ shader_hw_nop,
5248 /* WINED3DSIH_DIV */ NULL,
5249 /* WINED3DSIH_DP2 */ NULL,
5250 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5251 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5252 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5253 /* WINED3DSIH_DST */ shader_hw_map2gl,
5254 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5255 /* WINED3DSIH_DSY */ shader_hw_dsy,
5256 /* WINED3DSIH_ELSE */ shader_hw_else,
5257 /* WINED3DSIH_EMIT */ NULL,
5258 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5259 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5260 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5261 /* WINED3DSIH_EQ */ NULL,
5262 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5263 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5264 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5265 /* WINED3DSIH_FTOI */ NULL,
5266 /* WINED3DSIH_FTOU */ NULL,
5267 /* WINED3DSIH_GE */ NULL,
5268 /* WINED3DSIH_IADD */ NULL,
5269 /* WINED3DSIH_IEQ */ NULL,
5270 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5271 /* WINED3DSIH_IFC */ shader_hw_ifc,
5272 /* WINED3DSIH_IGE */ NULL,
5273 /* WINED3DSIH_ILT */ NULL,
5274 /* WINED3DSIH_IMAD */ NULL,
5275 /* WINED3DSIH_IMAX */ NULL,
5276 /* WINED3DSIH_IMIN */ NULL,
5277 /* WINED3DSIH_IMUL */ NULL,
5278 /* WINED3DSIH_INE */ NULL,
5279 /* WINED3DSIH_INEG */ NULL,
5280 /* WINED3DSIH_ISHL */ NULL,
5281 /* WINED3DSIH_ITOF */ NULL,
5282 /* WINED3DSIH_LABEL */ shader_hw_label,
5283 /* WINED3DSIH_LD */ NULL,
5284 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5285 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5286 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5287 /* WINED3DSIH_LOOP */ shader_hw_loop,
5288 /* WINED3DSIH_LRP */ shader_hw_lrp,
5289 /* WINED3DSIH_LT */ NULL,
5290 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5291 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5292 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5293 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5294 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5295 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5296 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5297 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5298 /* WINED3DSIH_MOV */ shader_hw_mov,
5299 /* WINED3DSIH_MOVA */ shader_hw_mov,
5300 /* WINED3DSIH_MOVC */ NULL,
5301 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5302 /* WINED3DSIH_NE */ NULL,
5303 /* WINED3DSIH_NOP */ shader_hw_nop,
5304 /* WINED3DSIH_NOT */ NULL,
5305 /* WINED3DSIH_NRM */ shader_hw_nrm,
5306 /* WINED3DSIH_OR */ NULL,
5307 /* WINED3DSIH_PHASE */ shader_hw_nop,
5308 /* WINED3DSIH_POW */ shader_hw_pow,
5309 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5310 /* WINED3DSIH_REP */ shader_hw_rep,
5311 /* WINED3DSIH_RESINFO */ NULL,
5312 /* WINED3DSIH_RET */ shader_hw_ret,
5313 /* WINED3DSIH_ROUND_NI */ NULL,
5314 /* WINED3DSIH_ROUND_PI */ NULL,
5315 /* WINED3DSIH_ROUND_Z */ NULL,
5316 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5317 /* WINED3DSIH_SAMPLE */ NULL,
5318 /* WINED3DSIH_SAMPLE_B */ NULL,
5319 /* WINED3DSIH_SAMPLE_C */ NULL,
5320 /* WINED3DSIH_SAMPLE_C_LZ */ NULL,
5321 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5322 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5323 /* WINED3DSIH_SETP */ NULL,
5324 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5325 /* WINED3DSIH_SGN */ shader_hw_sgn,
5326 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5327 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5328 /* WINED3DSIH_SQRT */ NULL,
5329 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5330 /* WINED3DSIH_TEX */ pshader_hw_tex,
5331 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5332 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5333 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5334 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5335 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5336 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5337 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5338 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5339 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5340 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5341 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5342 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5343 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5344 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5345 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5346 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5347 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5348 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5349 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5350 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5351 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5352 /* WINED3DSIH_UDIV */ NULL,
5353 /* WINED3DSIH_UGE */ NULL,
5354 /* WINED3DSIH_USHR */ NULL,
5355 /* WINED3DSIH_UTOF */ NULL,
5356 /* WINED3DSIH_XOR */ NULL,
5359 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5360 const struct wined3d_shader *shader, DWORD idx)
5362 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5363 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5364 const struct wined3d_shader_lconst *constant;
5365 WORD bools = 0;
5366 WORD flag = (1u << idx);
5367 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5369 if (reg_maps->local_bool_consts & flag)
5371 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5372 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5374 if (constant->idx == idx)
5376 return constant->value[0];
5379 ERR("Local constant not found\n");
5380 return FALSE;
5382 else
5384 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5385 else bools = priv->cur_ps_args->bools;
5386 return bools & flag;
5390 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5391 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5393 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5394 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5396 /* Integer constants can either be a local constant, or they can be stored in the shader
5397 * type specific compile args. */
5398 if (reg_maps->local_int_consts & (1u << idx))
5400 const struct wined3d_shader_lconst *constant;
5402 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5404 if (constant->idx == idx)
5406 loop_control->count = constant->value[0];
5407 loop_control->start = constant->value[1];
5408 /* Step is signed. */
5409 loop_control->step = (int)constant->value[2];
5410 return;
5413 /* If this happens the flag was set incorrectly */
5414 ERR("Local constant not found\n");
5415 loop_control->count = 0;
5416 loop_control->start = 0;
5417 loop_control->step = 0;
5418 return;
5421 switch (reg_maps->shader_version.type)
5423 case WINED3D_SHADER_TYPE_VERTEX:
5424 /* Count and aL start value are unsigned */
5425 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5426 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5427 /* Step is signed. */
5428 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5429 break;
5431 case WINED3D_SHADER_TYPE_PIXEL:
5432 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5433 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5434 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5435 break;
5437 default:
5438 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5439 break;
5443 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5445 unsigned int i;
5446 struct wined3d_shader_dst_param *dst_param;
5447 struct wined3d_shader_src_param *src_param = NULL, *rel_addr;
5448 struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5449 if(!rec)
5451 ERR("Out of memory\n");
5452 return;
5455 rec->ins = *ins;
5456 dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5457 if(!dst_param) goto free;
5458 *dst_param = *ins->dst;
5459 if (ins->dst->reg.idx[0].rel_addr)
5461 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5462 if (!rel_addr)
5463 goto free;
5464 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5465 dst_param->reg.idx[0].rel_addr = rel_addr;
5467 rec->ins.dst = dst_param;
5469 src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5470 if (!src_param)
5471 goto free;
5472 for (i = 0; i < ins->src_count; ++i)
5474 src_param[i] = ins->src[i];
5475 if (ins->src[i].reg.idx[0].rel_addr)
5477 rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5478 if (!rel_addr)
5479 goto free;
5480 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5481 src_param[i].reg.idx[0].rel_addr = rel_addr;
5484 rec->ins.src = src_param;
5485 list_add_tail(list, &rec->entry);
5486 return;
5488 free:
5489 ERR("Out of memory\n");
5490 if(dst_param)
5492 HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5493 HeapFree(GetProcessHeap(), 0, dst_param);
5495 if(src_param)
5497 for(i = 0; i < ins->src_count; i++)
5499 HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5501 HeapFree(GetProcessHeap(), 0, src_param);
5503 HeapFree(GetProcessHeap(), 0, rec);
5506 static void free_recorded_instruction(struct list *list)
5508 struct recorded_instruction *rec_ins, *entry2;
5509 unsigned int i;
5511 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5513 list_remove(&rec_ins->entry);
5514 if (rec_ins->ins.dst)
5516 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5517 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5519 if (rec_ins->ins.src)
5521 for (i = 0; i < rec_ins->ins.src_count; ++i)
5523 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5525 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5527 HeapFree(GetProcessHeap(), 0, rec_ins);
5531 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5533 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5534 struct control_frame *control_frame;
5536 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5538 struct list *e = list_head(&priv->control_frames);
5539 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5540 list_remove(&control_frame->entry);
5541 HeapFree(GetProcessHeap(), 0, control_frame);
5542 priv->loop_depth--;
5544 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5546 /* Non-ifc ENDIFs were already handled previously. */
5547 struct list *e = list_head(&priv->control_frames);
5548 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5549 list_remove(&control_frame->entry);
5550 HeapFree(GetProcessHeap(), 0, control_frame);
5554 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5555 SHADER_HANDLER hw_fct;
5556 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5557 const struct wined3d_shader *shader = ins->ctx->shader;
5558 struct control_frame *control_frame;
5559 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5560 BOOL bool_const;
5562 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5564 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5565 list_add_head(&priv->control_frames, &control_frame->entry);
5567 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5568 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5570 if(priv->target_version >= NV2)
5572 control_frame->no.loop = priv->num_loops++;
5573 priv->loop_depth++;
5575 else
5577 /* Don't bother recording when we're in a not used if branch */
5578 if(priv->muted)
5580 return;
5583 if(!priv->recording)
5585 list_init(&priv->record);
5586 priv->recording = TRUE;
5587 control_frame->outer_loop = TRUE;
5588 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5589 return; /* Instruction is handled */
5591 /* Record this loop in the outer loop's recording */
5594 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5596 if(priv->target_version >= NV2)
5598 /* Nothing to do. The control frame is popped after the HW instr handler */
5600 else
5602 struct list *e = list_head(&priv->control_frames);
5603 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5604 list_remove(&control_frame->entry);
5606 if(control_frame->outer_loop)
5608 unsigned int iteration;
5609 int aL = 0;
5610 struct list copy;
5612 /* Turn off recording before playback */
5613 priv->recording = FALSE;
5615 /* Move the recorded instructions to a separate list and get them out of the private data
5616 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5617 * be recorded again, thus priv->record might be overwritten
5619 list_init(&copy);
5620 list_move_tail(&copy, &priv->record);
5621 list_init(&priv->record);
5623 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5625 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5626 control_frame->loop_control.count, control_frame->loop_control.start,
5627 control_frame->loop_control.step);
5628 aL = control_frame->loop_control.start;
5630 else
5632 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5635 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5637 struct recorded_instruction *rec_ins;
5638 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5640 priv->aL = aL;
5641 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5643 else
5645 shader_addline(buffer, "#Iteration %u\n", iteration);
5648 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5650 shader_arb_handle_instruction(&rec_ins->ins);
5653 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5655 aL += control_frame->loop_control.step;
5658 shader_addline(buffer, "#end loop/rep\n");
5660 free_recorded_instruction(&copy);
5661 HeapFree(GetProcessHeap(), 0, control_frame);
5662 return; /* Instruction is handled */
5664 else
5666 /* This is a nested loop. Proceed to the normal recording function */
5667 HeapFree(GetProcessHeap(), 0, control_frame);
5672 if(priv->recording)
5674 record_instruction(&priv->record, ins);
5675 return;
5678 /* boolean if */
5679 if(ins->handler_idx == WINED3DSIH_IF)
5681 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5682 list_add_head(&priv->control_frames, &control_frame->entry);
5683 control_frame->type = IF;
5685 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5686 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5687 bool_const = !bool_const;
5688 if (!priv->muted && !bool_const)
5690 shader_addline(buffer, "#if(FALSE){\n");
5691 priv->muted = TRUE;
5692 control_frame->muting = TRUE;
5694 else shader_addline(buffer, "#if(TRUE) {\n");
5696 return; /* Instruction is handled */
5698 else if(ins->handler_idx == WINED3DSIH_IFC)
5700 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5701 control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5702 control_frame->type = IFC;
5703 control_frame->no.ifc = priv->num_ifcs++;
5704 list_add_head(&priv->control_frames, &control_frame->entry);
5706 else if(ins->handler_idx == WINED3DSIH_ELSE)
5708 struct list *e = list_head(&priv->control_frames);
5709 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5711 if(control_frame->type == IF)
5713 shader_addline(buffer, "#} else {\n");
5714 if(!priv->muted && !control_frame->muting)
5716 priv->muted = TRUE;
5717 control_frame->muting = TRUE;
5719 else if(control_frame->muting) priv->muted = FALSE;
5720 return; /* Instruction is handled. */
5722 /* In case of an ifc, generate a HW shader instruction */
5723 if (control_frame->type != IFC)
5724 ERR("Control frame does not match.\n");
5726 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5728 struct list *e = list_head(&priv->control_frames);
5729 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5731 if(control_frame->type == IF)
5733 shader_addline(buffer, "#} endif\n");
5734 if(control_frame->muting) priv->muted = FALSE;
5735 list_remove(&control_frame->entry);
5736 HeapFree(GetProcessHeap(), 0, control_frame);
5737 return; /* Instruction is handled */
5739 /* In case of an ifc, generate a HW shader instruction */
5740 if (control_frame->type != IFC)
5741 ERR("Control frame does not match.\n");
5744 if(priv->muted)
5746 pop_control_frame(ins);
5747 return;
5750 /* Select handler */
5751 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5753 /* Unhandled opcode */
5754 if (!hw_fct)
5756 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
5757 return;
5759 hw_fct(ins);
5761 pop_control_frame(ins);
5763 shader_arb_add_instruction_modifiers(ins);
5766 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5768 struct shader_arb_priv *priv = shader_priv;
5770 return priv->ffp_proj_control;
5773 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5775 shader_arb_handle_instruction,
5776 shader_arb_select,
5777 shader_arb_disable,
5778 shader_arb_select_depth_blt,
5779 shader_arb_deselect_depth_blt,
5780 shader_arb_update_float_vertex_constants,
5781 shader_arb_update_float_pixel_constants,
5782 shader_arb_load_constants,
5783 shader_arb_destroy,
5784 shader_arb_alloc,
5785 shader_arb_free,
5786 shader_arb_allocate_context_data,
5787 shader_arb_free_context_data,
5788 shader_arb_init_context_state,
5789 shader_arb_get_caps,
5790 shader_arb_color_fixup_supported,
5791 shader_arb_has_ffp_proj_control,
5794 /* ARB_fragment_program fixed function pipeline replacement definitions */
5795 #define ARB_FFP_CONST_TFACTOR 0
5796 #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5797 #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5798 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5799 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5800 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5801 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5803 struct arbfp_ffp_desc
5805 struct ffp_frag_desc parent;
5806 GLuint shader;
5809 /* Context activation is done by the caller. */
5810 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5812 if (enable)
5814 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5815 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5817 else
5819 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5820 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5824 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5826 struct shader_arb_priv *priv;
5828 /* Share private data between the shader backend and the pipeline
5829 * replacement, if both are the arb implementation. This is needed to
5830 * figure out whether ARBfp should be disabled if no pixel shader is bound
5831 * or not. */
5832 if (shader_backend == &arb_program_shader_backend)
5833 priv = shader_priv;
5834 else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5835 return NULL;
5837 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5839 ERR("Failed to initialize rbtree.\n");
5840 if (priv != shader_priv)
5841 HeapFree(GetProcessHeap(), 0, priv);
5842 return NULL;
5844 priv->use_arbfp_fixed_func = TRUE;
5846 return priv;
5849 /* Context activation is done by the caller. */
5850 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5852 const struct wined3d_gl_info *gl_info = context;
5853 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5855 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5856 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5857 HeapFree(GetProcessHeap(), 0, entry_arb);
5860 /* Context activation is done by the caller. */
5861 static void arbfp_free(struct wined3d_device *device)
5863 struct shader_arb_priv *priv = device->fragment_priv;
5865 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5866 priv->use_arbfp_fixed_func = FALSE;
5868 if (device->shader_backend != &arb_program_shader_backend)
5870 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5874 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5876 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5877 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5878 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
5879 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5880 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5881 WINED3DTEXOPCAPS_SELECTARG1 |
5882 WINED3DTEXOPCAPS_SELECTARG2 |
5883 WINED3DTEXOPCAPS_MODULATE4X |
5884 WINED3DTEXOPCAPS_MODULATE2X |
5885 WINED3DTEXOPCAPS_MODULATE |
5886 WINED3DTEXOPCAPS_ADDSIGNED2X |
5887 WINED3DTEXOPCAPS_ADDSIGNED |
5888 WINED3DTEXOPCAPS_ADD |
5889 WINED3DTEXOPCAPS_SUBTRACT |
5890 WINED3DTEXOPCAPS_ADDSMOOTH |
5891 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5892 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5893 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5894 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5895 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5896 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5897 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5898 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5899 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5900 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5901 WINED3DTEXOPCAPS_MULTIPLYADD |
5902 WINED3DTEXOPCAPS_LERP |
5903 WINED3DTEXOPCAPS_BUMPENVMAP |
5904 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5906 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5908 caps->MaxTextureBlendStages = 8;
5909 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5912 static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5914 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5917 static void state_texfactor_arbfp(struct wined3d_context *context,
5918 const struct wined3d_state *state, DWORD state_id)
5920 struct wined3d_device *device = context->swapchain->device;
5921 const struct wined3d_gl_info *gl_info = context->gl_info;
5922 float col[4];
5924 /* Don't load the parameter if we're using an arbfp pixel shader,
5925 * otherwise we'll overwrite application provided constants. */
5926 if (device->shader_backend == &arb_program_shader_backend)
5928 struct shader_arb_priv *priv;
5930 if (use_ps(state)) return;
5932 priv = device->shader_priv;
5933 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5934 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5937 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5938 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5939 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5942 static void state_arb_specularenable(struct wined3d_context *context,
5943 const struct wined3d_state *state, DWORD state_id)
5945 struct wined3d_device *device = context->swapchain->device;
5946 const struct wined3d_gl_info *gl_info = context->gl_info;
5947 float col[4];
5949 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5950 * application provided constants
5952 if (device->shader_backend == &arb_program_shader_backend)
5954 struct shader_arb_priv *priv;
5956 if (use_ps(state)) return;
5958 priv = device->shader_priv;
5959 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5960 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5963 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5965 /* The specular color has no alpha */
5966 col[0] = 1.0f; col[1] = 1.0f;
5967 col[2] = 1.0f; col[3] = 0.0f;
5968 } else {
5969 col[0] = 0.0f; col[1] = 0.0f;
5970 col[2] = 0.0f; col[3] = 0.0f;
5972 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5973 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5976 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5978 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5979 struct wined3d_device *device = context->swapchain->device;
5980 const struct wined3d_gl_info *gl_info = context->gl_info;
5981 float mat[2][2];
5983 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5985 if (device->shader_backend == &arb_program_shader_backend)
5987 struct shader_arb_priv *priv = device->shader_priv;
5989 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5990 if (use_ps(state))
5991 return;
5993 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5994 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5997 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5998 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5999 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
6000 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
6002 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
6003 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
6006 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
6007 const struct wined3d_state *state, DWORD state_id)
6009 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
6010 struct wined3d_device *device = context->swapchain->device;
6011 const struct wined3d_gl_info *gl_info = context->gl_info;
6012 float param[4];
6014 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
6016 if (device->shader_backend == &arb_program_shader_backend)
6018 struct shader_arb_priv *priv = device->shader_priv;
6020 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
6021 if (use_ps(state))
6022 return;
6024 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
6025 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
6028 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
6029 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
6030 param[2] = 0.0f;
6031 param[3] = 0.0f;
6033 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
6034 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
6037 static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6039 const struct wined3d_gl_info *gl_info = context->gl_info;
6040 int glParm;
6041 float ref;
6043 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6045 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
6047 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
6048 checkGLcall("glEnable GL_ALPHA_TEST");
6050 else
6052 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
6053 checkGLcall("glDisable GL_ALPHA_TEST");
6054 return;
6057 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
6058 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
6060 if (glParm)
6062 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
6063 checkGLcall("glAlphaFunc");
6067 static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6069 struct wined3d_device *device = context->swapchain->device;
6070 const struct wined3d_gl_info *gl_info = context->gl_info;
6071 struct wined3d_color float_key[2];
6072 const struct wined3d_texture *texture = state->textures[0];
6074 if (!texture)
6075 return;
6077 /* Don't load the parameter if we're using an arbfp pixel shader,
6078 * otherwise we'll overwrite application provided constants. */
6079 if (device->shader_backend == &arb_program_shader_backend)
6081 struct shader_arb_priv *priv;
6083 if (use_ps(state))
6084 return;
6086 priv = device->shader_priv;
6087 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_LOW] = 1;
6088 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_HIGH] = 1;
6089 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY_HIGH + 1);
6092 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
6094 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r));
6095 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
6096 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r));
6097 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
6100 static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
6102 const char *ret;
6104 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
6106 switch(arg & WINED3DTA_SELECTMASK) {
6107 case WINED3DTA_DIFFUSE:
6108 ret = "fragment.color.primary"; break;
6110 case WINED3DTA_CURRENT:
6111 ret = "ret";
6112 break;
6114 case WINED3DTA_TEXTURE:
6115 switch(stage) {
6116 case 0: ret = "tex0"; break;
6117 case 1: ret = "tex1"; break;
6118 case 2: ret = "tex2"; break;
6119 case 3: ret = "tex3"; break;
6120 case 4: ret = "tex4"; break;
6121 case 5: ret = "tex5"; break;
6122 case 6: ret = "tex6"; break;
6123 case 7: ret = "tex7"; break;
6124 default: ret = "unknown texture";
6126 break;
6128 case WINED3DTA_TFACTOR:
6129 ret = "tfactor"; break;
6131 case WINED3DTA_SPECULAR:
6132 ret = "fragment.color.secondary"; break;
6134 case WINED3DTA_TEMP:
6135 ret = "tempreg"; break;
6137 case WINED3DTA_CONSTANT:
6138 FIXME("Implement perstage constants\n");
6139 switch(stage) {
6140 case 0: ret = "const0"; break;
6141 case 1: ret = "const1"; break;
6142 case 2: ret = "const2"; break;
6143 case 3: ret = "const3"; break;
6144 case 4: ret = "const4"; break;
6145 case 5: ret = "const5"; break;
6146 case 6: ret = "const6"; break;
6147 case 7: ret = "const7"; break;
6148 default: ret = "unknown constant";
6150 break;
6152 default:
6153 return "unknown";
6156 if(arg & WINED3DTA_COMPLEMENT) {
6157 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6158 if(argnum == 0) ret = "arg0";
6159 if(argnum == 1) ret = "arg1";
6160 if(argnum == 2) ret = "arg2";
6162 if(arg & WINED3DTA_ALPHAREPLICATE) {
6163 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6164 if(argnum == 0) ret = "arg0";
6165 if(argnum == 1) ret = "arg1";
6166 if(argnum == 2) ret = "arg2";
6168 return ret;
6171 static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6172 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6174 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6175 unsigned int mul = 1;
6177 if(color && alpha) dstmask = "";
6178 else if(color) dstmask = ".xyz";
6179 else dstmask = ".w";
6181 if(dst == tempreg) dstreg = "tempreg";
6182 else dstreg = "ret";
6184 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6185 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6186 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6188 switch (op)
6190 case WINED3D_TOP_DISABLE:
6191 break;
6193 case WINED3D_TOP_SELECT_ARG2:
6194 arg1 = arg2;
6195 /* FALLTHROUGH */
6196 case WINED3D_TOP_SELECT_ARG1:
6197 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6198 break;
6200 case WINED3D_TOP_MODULATE_4X:
6201 mul = 2;
6202 /* FALLTHROUGH */
6203 case WINED3D_TOP_MODULATE_2X:
6204 mul *= 2;
6205 /* FALLTHROUGH */
6206 case WINED3D_TOP_MODULATE:
6207 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6208 break;
6210 case WINED3D_TOP_ADD_SIGNED_2X:
6211 mul = 2;
6212 /* FALLTHROUGH */
6213 case WINED3D_TOP_ADD_SIGNED:
6214 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6215 arg2 = "arg2";
6216 /* FALLTHROUGH */
6217 case WINED3D_TOP_ADD:
6218 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6219 break;
6221 case WINED3D_TOP_SUBTRACT:
6222 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6223 break;
6225 case WINED3D_TOP_ADD_SMOOTH:
6226 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6227 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6228 break;
6230 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6231 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6232 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6233 break;
6234 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6235 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6236 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6237 break;
6238 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6239 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6240 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6241 break;
6242 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6243 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6244 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6245 break;
6247 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6248 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6249 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6250 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6251 break;
6253 /* D3DTOP_PREMODULATE ???? */
6255 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6256 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6257 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6258 break;
6259 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6260 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6261 break;
6262 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6263 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6264 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6265 break;
6266 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6267 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6268 break;
6270 case WINED3D_TOP_DOTPRODUCT3:
6271 mul = 4;
6272 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6273 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6274 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6275 break;
6277 case WINED3D_TOP_MULTIPLY_ADD:
6278 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6279 break;
6281 case WINED3D_TOP_LERP:
6282 /* The msdn is not quite right here */
6283 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6284 break;
6286 case WINED3D_TOP_BUMPENVMAP:
6287 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6288 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6289 break;
6291 default:
6292 FIXME("Unhandled texture op %08x\n", op);
6295 if (mul == 2)
6296 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6297 else if (mul == 4)
6298 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6301 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
6303 switch(type)
6305 case WINED3D_GL_RES_TYPE_TEX_1D:
6306 return "1D";
6307 case WINED3D_GL_RES_TYPE_TEX_2D:
6308 return "2D";
6309 case WINED3D_GL_RES_TYPE_TEX_3D:
6310 return "3D";
6311 case WINED3D_GL_RES_TYPE_TEX_CUBE:
6312 return "CUBE";
6313 case WINED3D_GL_RES_TYPE_TEX_RECT:
6314 return "RECT";
6315 default:
6316 return "unexpected_resource_type";
6320 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6322 unsigned int stage;
6323 struct wined3d_string_buffer buffer;
6324 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6325 BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6326 BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6327 UINT lowest_disabled_stage;
6328 const char *textype;
6329 const char *instr;
6330 char colorcor_dst[8];
6331 GLuint ret;
6332 DWORD arg0, arg1, arg2;
6333 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6334 BOOL op_equal;
6335 BOOL custom_linear_fog = FALSE;
6336 struct color_fixup_masks masks;
6338 if (!string_buffer_init(&buffer))
6340 ERR("Failed to initialize shader buffer.\n");
6341 return 0;
6344 shader_addline(&buffer, "!!ARBfp1.0\n");
6346 if (settings->color_key_enabled)
6348 shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
6349 shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
6350 tex_read[0] = TRUE;
6353 /* Find out which textures are read */
6354 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6356 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6357 break;
6358 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6359 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6360 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6361 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6362 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6363 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6365 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6366 tex_read[stage] = TRUE;
6367 if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6368 tex_read[stage] = TRUE;
6369 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6371 bump_used[stage] = TRUE;
6372 tex_read[stage] = TRUE;
6374 if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6376 bump_used[stage] = TRUE;
6377 tex_read[stage] = TRUE;
6378 luminance_used[stage] = TRUE;
6380 else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6382 tfactor_used = TRUE;
6385 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6386 tfactor_used = TRUE;
6389 if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6390 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6391 tempreg_used = TRUE;
6394 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6395 continue;
6396 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6397 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6398 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6399 if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6400 if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6401 if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6403 if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6404 tempreg_used = TRUE;
6406 if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6407 tfactor_used = TRUE;
6410 lowest_disabled_stage = stage;
6412 switch (settings->fog)
6414 case WINED3D_FFP_PS_FOG_OFF: break;
6415 case WINED3D_FFP_PS_FOG_LINEAR:
6416 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6418 custom_linear_fog = TRUE;
6419 break;
6421 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6422 break;
6424 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6425 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6426 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6429 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6430 shader_addline(&buffer, "TEMP TMP;\n");
6431 shader_addline(&buffer, "TEMP ret;\n");
6432 if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6433 shader_addline(&buffer, "TEMP arg0;\n");
6434 shader_addline(&buffer, "TEMP arg1;\n");
6435 shader_addline(&buffer, "TEMP arg2;\n");
6436 for(stage = 0; stage < MAX_TEXTURES; stage++) {
6437 if(!tex_read[stage]) continue;
6438 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6439 if(!bump_used[stage]) continue;
6440 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6441 if(!luminance_used[stage]) continue;
6442 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6444 if(tfactor_used) {
6445 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6447 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6449 if (settings->sRGB_write)
6451 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6452 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
6453 shader_addline(&buffer, ";\n");
6454 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6455 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
6456 shader_addline(&buffer, ";\n");
6459 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6460 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6462 if (tempreg_used || settings->sRGB_write)
6463 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6465 /* Generate texture sampling instructions */
6466 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6468 if (!tex_read[stage])
6469 continue;
6471 textype = arbfp_texture_target(settings->op[stage].tex_type);
6473 if(settings->op[stage].projected == proj_none) {
6474 instr = "TEX";
6475 } else if(settings->op[stage].projected == proj_count4 ||
6476 settings->op[stage].projected == proj_count3) {
6477 instr = "TXP";
6478 } else {
6479 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6480 instr = "TXP";
6483 if (stage > 0
6484 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6485 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6487 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6488 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6489 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6490 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6492 /* with projective textures, texbem only divides the static texture coord, not the displacement,
6493 * so multiply the displacement with the dividing parameter before passing it to TXP
6495 if (settings->op[stage].projected != proj_none) {
6496 if(settings->op[stage].projected == proj_count4) {
6497 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6498 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6499 } else {
6500 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6501 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6503 } else {
6504 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6507 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6508 instr, stage, stage, textype);
6509 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6511 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6512 stage - 1, stage - 1, stage - 1);
6513 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6515 } else if(settings->op[stage].projected == proj_count3) {
6516 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6517 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6518 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6519 instr, stage, stage, textype);
6520 } else {
6521 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6522 instr, stage, stage, stage, textype);
6525 sprintf(colorcor_dst, "tex%u", stage);
6526 masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL);
6527 gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
6528 settings->op[stage].color_fixup, masks);
6531 if (settings->color_key_enabled)
6533 shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6534 shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6535 shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */
6536 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6537 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6538 shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */
6541 shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
6543 /* Generate the main shader */
6544 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6546 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6547 break;
6549 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6550 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6551 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6552 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6553 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6554 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6555 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6556 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6557 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6558 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6559 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6560 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6561 else
6562 op_equal = settings->op[stage].aop == settings->op[stage].cop
6563 && settings->op[stage].carg0 == settings->op[stage].aarg0
6564 && settings->op[stage].carg1 == settings->op[stage].aarg1
6565 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6567 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6569 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6570 settings->op[stage].cop, settings->op[stage].carg0,
6571 settings->op[stage].carg1, settings->op[stage].carg2);
6573 else if (op_equal)
6575 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6576 settings->op[stage].cop, settings->op[stage].carg0,
6577 settings->op[stage].carg1, settings->op[stage].carg2);
6579 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
6580 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6582 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6583 settings->op[stage].cop, settings->op[stage].carg0,
6584 settings->op[stage].carg1, settings->op[stage].carg2);
6585 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6586 settings->op[stage].aop, settings->op[stage].aarg0,
6587 settings->op[stage].aarg1, settings->op[stage].aarg2);
6591 if (settings->sRGB_write || custom_linear_fog)
6593 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6594 if (settings->sRGB_write)
6595 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6596 if (custom_linear_fog)
6597 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6598 shader_addline(&buffer, "MOV result.color, ret;\n");
6600 else
6602 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6605 /* Footer */
6606 shader_addline(&buffer, "END\n");
6608 /* Generate the shader */
6609 GL_EXTCALL(glGenProgramsARB(1, &ret));
6610 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6611 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
6613 string_buffer_free(&buffer);
6614 return ret;
6617 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6619 const struct wined3d_device *device = context->swapchain->device;
6620 const struct wined3d_gl_info *gl_info = context->gl_info;
6621 struct shader_arb_priv *priv = device->fragment_priv;
6622 BOOL use_pshader = use_ps(state);
6623 struct ffp_frag_settings settings;
6624 const struct arbfp_ffp_desc *desc;
6625 unsigned int i;
6627 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6629 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6631 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6633 /* Reload fixed function constants since they collide with the
6634 * pixel shader constants. */
6635 for (i = 0; i < MAX_TEXTURES; ++i)
6637 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6639 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6640 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6641 color_key_arbfp(context, state, STATE_COLOR_KEY);
6643 else if (use_pshader)
6645 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6647 return;
6650 if (!use_pshader)
6652 /* Find or create a shader implementing the fixed function pipeline
6653 * settings, then activate it. */
6654 gen_ffp_frag_op(context, state, &settings, FALSE);
6655 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6656 if(!desc) {
6657 struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6658 if (!new_desc)
6660 ERR("Out of memory\n");
6661 return;
6664 new_desc->parent.settings = settings;
6665 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6666 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6667 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6668 desc = new_desc;
6671 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6672 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6673 * deactivate it.
6675 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6676 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6677 priv->current_fprogram_id = desc->shader;
6679 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6681 /* Reload fixed function constants since they collide with the
6682 * pixel shader constants. */
6683 for (i = 0; i < MAX_TEXTURES; ++i)
6685 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6687 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6688 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6690 context->last_was_pshader = FALSE;
6692 else if (!context->last_was_pshader)
6694 if (device->shader_backend == &arb_program_shader_backend)
6695 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6696 context->last_was_pshader = TRUE;
6699 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6702 /* We can't link the fog states to the fragment state directly since the
6703 * vertex pipeline links them to FOGENABLE. A different linking in different
6704 * pipeline parts can't be expressed in the combined state table, so we need
6705 * to handle that with a forwarding function. The other invisible side effect
6706 * is that changing the fog start and fog end (which links to FOGENABLE in
6707 * vertex) results in the fragment_prog_arbfp function being called because
6708 * FOGENABLE is dirty, which calls this function here. */
6709 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6711 enum fogsource new_source;
6712 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6713 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6715 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6717 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6718 fragment_prog_arbfp(context, state, state_id);
6720 if (!state->render_states[WINED3D_RS_FOGENABLE])
6721 return;
6723 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6725 if (use_vs(state))
6727 new_source = FOGSOURCE_VS;
6729 else
6731 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6732 new_source = FOGSOURCE_COORD;
6733 else
6734 new_source = FOGSOURCE_FFP;
6737 else
6739 new_source = FOGSOURCE_FFP;
6742 if (new_source != context->fog_source || fogstart == fogend)
6744 context->fog_source = new_source;
6745 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6749 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6751 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6752 fragment_prog_arbfp(context, state, state_id);
6755 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6757 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6758 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6759 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6760 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6761 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6762 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6763 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6764 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6765 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6766 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6767 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6768 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6769 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6770 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6771 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6772 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6773 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6774 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6775 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6776 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6777 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6778 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6779 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6780 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6781 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6782 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6783 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6784 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6785 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6786 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6787 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6788 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6789 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6790 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6791 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6792 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6793 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6794 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6795 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6796 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6797 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6798 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6799 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6800 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6801 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6802 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6803 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6804 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6805 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6806 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6807 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6808 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6809 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6810 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6811 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6812 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6813 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6814 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6815 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6816 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6817 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6818 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6819 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6820 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6821 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6822 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6823 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6824 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6825 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6826 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6827 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6828 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6829 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6830 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6831 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6832 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6833 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6834 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6835 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6836 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6837 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6838 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6839 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6840 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6841 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6842 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6843 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6844 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6845 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6846 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6847 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6848 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6849 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6850 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6851 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6852 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6853 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6854 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6855 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6856 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6857 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6858 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6859 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6860 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6861 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6862 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6863 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6864 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6865 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6866 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6867 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6868 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6869 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6870 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6871 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6872 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6873 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6874 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6875 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6876 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6877 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6878 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6879 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6880 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6881 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
6882 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6883 {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
6884 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6885 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6886 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6887 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6888 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6889 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6890 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6891 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6892 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6893 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6894 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6895 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6896 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6897 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6898 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6899 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6900 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
6901 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6902 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
6903 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6906 static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
6908 return TRUE;
6911 static void arbfp_free_context_data(struct wined3d_context *context)
6915 const struct fragment_pipeline arbfp_fragment_pipeline = {
6916 arbfp_enable,
6917 arbfp_get_caps,
6918 arbfp_get_emul_mask,
6919 arbfp_alloc,
6920 arbfp_free,
6921 arbfp_alloc_context_data,
6922 arbfp_free_context_data,
6923 shader_arb_color_fixup_supported,
6924 arbfp_fragmentstate_template,
6927 struct arbfp_blit_type
6929 enum complex_fixup fixup : 4;
6930 enum wined3d_gl_resource_type res_type : 3;
6931 DWORD use_color_key : 1;
6932 DWORD padding : 24;
6935 struct arbfp_blit_desc
6937 GLenum shader;
6938 struct arbfp_blit_type type;
6939 struct wine_rb_entry entry;
6942 #define ARBFP_BLIT_PARAM_SIZE 0
6943 #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
6944 #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
6946 struct arbfp_blit_priv
6948 struct wine_rb_tree shaders;
6949 GLuint palette_texture;
6952 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6954 const struct arbfp_blit_type *ka = key;
6955 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6957 return memcmp(ka, kb, sizeof(*ka));
6960 /* Context activation is done by the caller. */
6961 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *context)
6963 const struct wined3d_gl_info *gl_info = context;
6964 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6966 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6967 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6968 HeapFree(GetProcessHeap(), 0, entry_arb);
6971 static const struct wine_rb_functions wined3d_arbfp_blit_rb_functions =
6973 wined3d_rb_alloc,
6974 wined3d_rb_realloc,
6975 wined3d_rb_free,
6976 arbfp_blit_type_compare,
6979 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6981 struct arbfp_blit_priv *priv;
6983 if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
6984 return E_OUTOFMEMORY;
6986 if (wine_rb_init(&priv->shaders, &wined3d_arbfp_blit_rb_functions) == -1)
6988 ERR("Failed to initialize rbtree.\n");
6989 HeapFree(GetProcessHeap(), 0, priv);
6990 return E_OUTOFMEMORY;
6993 device->blit_priv = priv;
6995 return WINED3D_OK;
6998 /* Context activation is done by the caller. */
6999 static void arbfp_blit_free(struct wined3d_device *device)
7001 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7002 struct arbfp_blit_priv *priv = device->blit_priv;
7004 wine_rb_destroy(&priv->shaders, arbfp_free_blit_shader, &device->adapter->gl_info);
7005 checkGLcall("Delete blit programs");
7007 if (priv->palette_texture)
7008 gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
7010 HeapFree(GetProcessHeap(), 0, device->blit_priv);
7011 device->blit_priv = NULL;
7014 static BOOL gen_planar_yuv_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7015 char *luminance)
7017 char chroma;
7018 const char *tex, *texinstr = "TXP";
7020 if (type->fixup == COMPLEX_FIXUP_UYVY)
7022 chroma = 'x';
7023 *luminance = 'w';
7025 else
7027 chroma = 'w';
7028 *luminance = 'x';
7031 tex = arbfp_texture_target(type->res_type);
7032 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
7033 texinstr = "TEX";
7035 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
7036 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
7037 * filtering when we sample the texture.
7039 * These are the rules for reading the chroma:
7041 * Even pixel: Cr
7042 * Even pixel: U
7043 * Odd pixel: V
7045 * So we have to get the sampling x position in non-normalized coordinates in integers
7047 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
7049 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
7050 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
7052 else
7054 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7056 /* We must not allow filtering between pixel x and x+1, this would mix U and V
7057 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7058 * 0.5, so add 0.5.
7060 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7061 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
7063 /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
7064 * even and odd pixels respectively
7066 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
7067 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
7069 /* Sample Pixel 1 */
7070 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7072 /* Put the value into either of the chroma values */
7073 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7074 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
7075 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7076 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
7078 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
7079 * the pixel right to the current one. Otherwise, sample the left pixel.
7080 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
7082 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
7083 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
7084 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7086 /* Put the value into the other chroma */
7087 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7088 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
7089 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7090 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
7092 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7093 * the current one and lerp the two U and V values
7096 /* This gives the correctly filtered luminance value */
7097 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
7099 return TRUE;
7102 static BOOL gen_yv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7103 char *luminance)
7105 const char *tex;
7106 static const float yv12_coef[]
7107 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7109 tex = arbfp_texture_target(type->res_type);
7111 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7112 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7113 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7114 * pitch of the luminance plane, the packing into the gl texture is a bit
7115 * unfortunate. If the whole texture is interpreted as luminance data it looks
7116 * approximately like this:
7118 * +----------------------------------+----
7119 * | |
7120 * | |
7121 * | |
7122 * | |
7123 * | | 2
7124 * | LUMINANCE | -
7125 * | | 3
7126 * | |
7127 * | |
7128 * | |
7129 * | |
7130 * +----------------+-----------------+----
7131 * | | |
7132 * | V even rows | V odd rows |
7133 * | | | 1
7134 * +----------------+------------------ -
7135 * | | | 3
7136 * | U even rows | U odd rows |
7137 * | | |
7138 * +----------------+-----------------+----
7139 * | | |
7140 * | 0.5 | 0.5 |
7142 * So it appears as if there are 4 chroma images, but in fact the odd rows
7143 * in the chroma images are in the same row as the even ones. So its is
7144 * kinda tricky to read
7146 * When reading from rectangle textures, keep in mind that the input y coordinates
7147 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7149 shader_addline(buffer, "PARAM yv12_coef = ");
7150 shader_arb_append_imm_vec4(buffer, yv12_coef);
7151 shader_addline(buffer, ";\n");
7153 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7154 /* the chroma planes have only half the width */
7155 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7157 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7158 * the coordinate. Also read the right side of the image when reading odd lines
7160 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7161 * bleeding
7163 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7166 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7168 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7170 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7171 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7173 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7174 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7175 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7176 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7177 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7179 /* clamp, keep the half pixel origin in mind */
7180 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7181 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7182 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7183 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7185 else
7187 /* Read from [size - size+size/4] */
7188 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7189 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7191 /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
7192 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7193 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7194 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7195 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7196 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7198 /* Make sure to read exactly from the pixel center */
7199 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7200 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7202 /* Clamp */
7203 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7204 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7205 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7206 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7207 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7209 /* Read the texture, put the result into the output register */
7210 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7211 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7213 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7214 * No need to clamp because we're just reusing the already clamped value from above
7216 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7217 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7218 else
7219 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7220 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7221 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7223 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7224 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7225 * values due to filtering
7227 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7228 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7230 /* Multiply the y coordinate by 2/3 and clamp it */
7231 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7232 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7233 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7234 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7236 else
7238 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7239 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7240 * is bigger
7242 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7243 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7244 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7246 *luminance = 'a';
7248 return TRUE;
7251 static BOOL gen_nv12_read(struct wined3d_string_buffer *buffer, const struct arbfp_blit_type *type,
7252 char *luminance)
7254 const char *tex;
7255 static const float nv12_coef[]
7256 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7258 tex = arbfp_texture_target(type->res_type);
7260 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7261 * sized plane where each component is an UV pair. So the effective
7262 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7263 * data it looks approximately like this:
7265 * +----------------------------------+----
7266 * | |
7267 * | |
7268 * | |
7269 * | |
7270 * | | 2
7271 * | LUMINANCE | -
7272 * | | 3
7273 * | |
7274 * | |
7275 * | |
7276 * | |
7277 * +----------------------------------+----
7278 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7279 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7280 * | | 1
7281 * | | -
7282 * | | 3
7283 * | |
7284 * | |
7285 * +----------------------------------+----
7287 * When reading from rectangle textures, keep in mind that the input y coordinates
7288 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7290 shader_addline(buffer, "PARAM nv12_coef = ");
7291 shader_arb_append_imm_vec4(buffer, nv12_coef);
7292 shader_addline(buffer, ";\n");
7294 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7295 /* We only have half the number of chroma pixels. */
7296 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7298 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7300 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7301 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7303 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7305 /* We must not allow filtering horizontally, this would mix U and V.
7306 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7307 * 0.5, so add 0.5. */
7309 /* Convert to non-normalized coordinates so we can find the
7310 * individual pixel. */
7311 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7312 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7313 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7314 * add 0.5 to hit the center of the pixel. */
7315 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7317 /* Convert back to normalized coordinates. */
7318 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7320 /* Clamp, keep the half pixel origin in mind. */
7321 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7322 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7323 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7324 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7326 else
7328 /* Read from [size - size+size/2] */
7329 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7331 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7332 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7333 * add 0.5 to hit the center of the pixel. */
7334 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7336 /* Clamp */
7337 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7338 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7339 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7340 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7341 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7343 /* Read the texture, put the result into the output register. */
7344 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7345 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7347 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7349 /* Add 1/size.x */
7350 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7352 else
7354 /* Add 1 */
7355 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7357 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7358 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7360 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7361 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7362 * values due to filtering. */
7363 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7364 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7366 /* Multiply the y coordinate by 2/3 and clamp it */
7367 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7368 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7369 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7370 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7372 else
7374 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7375 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7376 * is bigger
7378 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7379 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7380 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7382 *luminance = 'a';
7384 return TRUE;
7387 /* Context activation is done by the caller. */
7388 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
7389 const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7391 GLenum shader;
7392 struct wined3d_string_buffer buffer;
7393 const char *tex_target = arbfp_texture_target(type->res_type);
7395 /* This should not happen because we only use this conversion for
7396 * present blits which don't use color keying. */
7397 if (type->use_color_key)
7398 FIXME("Implement P8 color keying.\n");
7400 /* Shader header */
7401 if (!string_buffer_init(&buffer))
7403 ERR("Failed to initialize shader buffer.\n");
7404 return 0;
7407 GL_EXTCALL(glGenProgramsARB(1, &shader));
7408 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7409 if (!shader)
7411 string_buffer_free(&buffer);
7412 return 0;
7415 shader_addline(&buffer, "!!ARBfp1.0\n");
7416 shader_addline(&buffer, "TEMP index;\n");
7418 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7419 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7421 /* The alpha-component contains the palette index */
7422 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7424 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7425 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7427 /* Use the alpha-component as an index in the palette to get the final color */
7428 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7429 shader_addline(&buffer, "END\n");
7431 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7433 string_buffer_free(&buffer);
7435 return shader;
7438 /* Context activation is done by the caller. */
7439 static void upload_palette(const struct wined3d_texture *texture, struct wined3d_context *context)
7441 const struct wined3d_palette *palette = texture->swapchain ? texture->swapchain->palette : NULL;
7442 struct wined3d_device *device = texture->resource.device;
7443 const struct wined3d_gl_info *gl_info = context->gl_info;
7444 struct arbfp_blit_priv *priv = device->blit_priv;
7446 if (!priv->palette_texture)
7447 gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7449 GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
7450 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7452 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7454 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7455 /* Make sure we have discrete color levels. */
7456 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7457 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7458 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7459 if (palette)
7461 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7462 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7464 else
7466 static const DWORD black;
7467 FIXME("P8 surface loaded without a palette.\n");
7468 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7469 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7472 /* Switch back to unit 0 in which the 2D texture will be stored. */
7473 context_active_texture(context, gl_info, 0);
7476 /* Context activation is done by the caller. */
7477 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7478 const struct arbfp_blit_type *type)
7480 GLenum shader;
7481 struct wined3d_string_buffer buffer;
7482 char luminance_component;
7484 if (type->use_color_key)
7485 FIXME("Implement YUV color keying.\n");
7487 /* Shader header */
7488 if (!string_buffer_init(&buffer))
7490 ERR("Failed to initialize shader buffer.\n");
7491 return 0;
7494 GL_EXTCALL(glGenProgramsARB(1, &shader));
7495 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7496 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7497 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7498 if (!shader)
7500 string_buffer_free(&buffer);
7501 return 0;
7504 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7505 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7506 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7507 * each single pixel it contains, and one U and one V value shared between both
7508 * pixels.
7510 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7511 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7512 * take the format into account when generating the read swizzles
7514 * Reading the Y value is straightforward - just sample the texture. The hardware
7515 * takes care of filtering in the horizontal and vertical direction.
7517 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7518 * because that would mix the U and V values of one pixel or two adjacent pixels.
7519 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7520 * regardless of the filtering setting. Vertical filtering works automatically
7521 * though - the U and V values of two rows are mixed nicely.
7523 * Apart of avoiding filtering issues, the code has to know which value it just
7524 * read, and where it can find the other one. To determine this, it checks if
7525 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7527 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7528 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7530 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7531 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7532 * in an unfiltered situation. Finding the luminance on the other hand requires
7533 * finding out if it is an odd or even pixel. The real drawback of this approach
7534 * is filtering. This would have to be emulated completely in the shader, reading
7535 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7536 * vertically. Beyond that it would require adjustments to the texture handling
7537 * code to deal with the width scaling
7539 shader_addline(&buffer, "!!ARBfp1.0\n");
7540 shader_addline(&buffer, "TEMP luminance;\n");
7541 shader_addline(&buffer, "TEMP temp;\n");
7542 shader_addline(&buffer, "TEMP chroma;\n");
7543 shader_addline(&buffer, "TEMP texcrd;\n");
7544 shader_addline(&buffer, "TEMP texcrd2;\n");
7545 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7546 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7547 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7549 switch (type->fixup)
7551 case COMPLEX_FIXUP_UYVY:
7552 case COMPLEX_FIXUP_YUY2:
7553 if (!gen_planar_yuv_read(&buffer, type, &luminance_component))
7555 string_buffer_free(&buffer);
7556 return 0;
7558 break;
7560 case COMPLEX_FIXUP_YV12:
7561 if (!gen_yv12_read(&buffer, type, &luminance_component))
7563 string_buffer_free(&buffer);
7564 return 0;
7566 break;
7568 case COMPLEX_FIXUP_NV12:
7569 if (!gen_nv12_read(&buffer, type, &luminance_component))
7571 string_buffer_free(&buffer);
7572 return 0;
7574 break;
7576 default:
7577 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7578 string_buffer_free(&buffer);
7579 return 0;
7582 /* Calculate the final result. Formula is taken from
7583 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7584 * ranges from -0.5 to 0.5
7586 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7588 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7589 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7590 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7591 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7592 shader_addline(&buffer, "END\n");
7594 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7596 string_buffer_free(&buffer);
7598 return shader;
7601 /* Context activation is done by the caller. */
7602 static GLuint arbfp_gen_plain_shader(struct arbfp_blit_priv *priv,
7603 const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7605 GLenum shader;
7606 struct wined3d_string_buffer buffer;
7607 const char *tex_target = arbfp_texture_target(type->res_type);
7609 /* Shader header */
7610 if (!string_buffer_init(&buffer))
7612 ERR("Failed to initialize shader buffer.\n");
7613 return 0;
7616 GL_EXTCALL(glGenProgramsARB(1, &shader));
7617 if (!shader)
7619 string_buffer_free(&buffer);
7620 return 0;
7622 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7624 shader_addline(&buffer, "!!ARBfp1.0\n");
7626 if (type->use_color_key)
7628 shader_addline(&buffer, "TEMP color;\n");
7629 shader_addline(&buffer, "TEMP less, greater;\n");
7630 shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW);
7631 shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH);
7632 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7633 shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */
7634 shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */
7635 shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */
7636 shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */
7637 shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */
7638 shader_addline(&buffer, "KIL -less;\n"); /* discard if true */
7639 shader_addline(&buffer, "MOV result.color, color;\n");
7641 else
7643 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7646 shader_addline(&buffer, "END\n");
7648 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7650 string_buffer_free(&buffer);
7652 return shader;
7655 /* Context activation is done by the caller. */
7656 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
7657 const struct wined3d_color_key *color_key)
7659 GLenum shader;
7660 float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7661 const struct wined3d_texture *texture = surface->container;
7662 struct arbfp_blit_priv *priv = blit_priv;
7663 enum complex_fixup fixup;
7664 const struct wined3d_gl_info *gl_info = context->gl_info;
7665 struct wine_rb_entry *entry;
7666 struct arbfp_blit_type type;
7667 struct arbfp_blit_desc *desc;
7668 struct wined3d_color float_color_key[2];
7670 if (is_complex_fixup(texture->resource.format->color_fixup))
7671 fixup = get_complex_fixup(texture->resource.format->color_fixup);
7672 else
7673 fixup = COMPLEX_FIXUP_NONE;
7675 switch (texture->target)
7677 case GL_TEXTURE_1D:
7678 type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
7679 break;
7681 case GL_TEXTURE_2D:
7682 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7683 break;
7685 case GL_TEXTURE_3D:
7686 type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
7687 break;
7689 case GL_TEXTURE_CUBE_MAP_ARB:
7690 type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
7691 break;
7693 case GL_TEXTURE_RECTANGLE_ARB:
7694 type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
7695 break;
7697 default:
7698 ERR("Unexpected GL texture type %#x.\n", texture->target);
7699 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7701 type.fixup = fixup;
7702 type.use_color_key = !!color_key;
7703 type.padding = 0;
7705 entry = wine_rb_get(&priv->shaders, &type);
7706 if (entry)
7708 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7709 shader = desc->shader;
7711 else
7713 switch (fixup)
7715 case COMPLEX_FIXUP_NONE:
7716 if (!is_identity_fixup(texture->resource.format->color_fixup))
7717 FIXME("Implement support for sign or swizzle fixups.\n");
7718 shader = arbfp_gen_plain_shader(priv, gl_info, &type);
7719 break;
7721 case COMPLEX_FIXUP_P8:
7722 shader = gen_p8_shader(priv, gl_info, &type);
7723 break;
7725 case COMPLEX_FIXUP_YUY2:
7726 case COMPLEX_FIXUP_UYVY:
7727 case COMPLEX_FIXUP_YV12:
7728 case COMPLEX_FIXUP_NV12:
7729 shader = gen_yuv_shader(priv, gl_info, &type);
7730 break;
7733 if (!shader)
7735 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7736 return E_NOTIMPL;
7739 desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
7740 if (!desc)
7741 goto err_out;
7743 desc->type = type;
7744 desc->shader = shader;
7745 if (wine_rb_put(&priv->shaders, &desc->type, &desc->entry) == -1)
7747 err_out:
7748 ERR("Out of memory\n");
7749 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7750 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7751 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7752 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7753 HeapFree(GetProcessHeap(), 0, desc);
7754 return E_OUTOFMEMORY;
7758 if (fixup == COMPLEX_FIXUP_P8)
7759 upload_palette(texture, context);
7761 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7762 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7763 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7764 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7765 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, size));
7766 checkGLcall("glProgramLocalParameter4fvARB");
7767 if (type.use_color_key)
7769 wined3d_format_get_float_color_key(texture->resource.format, color_key, float_color_key);
7770 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7771 ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
7772 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7773 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r));
7774 checkGLcall("glProgramLocalParameter4fvARB");
7777 return WINED3D_OK;
7780 /* Context activation is done by the caller. */
7781 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7783 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7784 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7787 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info,
7788 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
7789 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7790 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7792 enum complex_fixup src_fixup;
7794 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7795 return FALSE;
7797 switch (blit_op)
7799 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
7800 if (!d3d_info->shader_color_key)
7802 /* The conversion modifies the alpha channel so the color key might no longer match. */
7803 TRACE("Color keying not supported with converted textures.\n");
7804 return FALSE;
7806 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
7807 case WINED3D_BLIT_OP_COLOR_BLIT:
7808 break;
7810 default:
7811 TRACE("Unsupported blit_op=%d\n", blit_op);
7812 return FALSE;
7815 if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7816 return FALSE;
7818 src_fixup = get_complex_fixup(src_format->color_fixup);
7819 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7821 TRACE("Checking support for fixup:\n");
7822 dump_color_fixup_desc(src_format->color_fixup);
7825 if (!is_identity_fixup(dst_format->color_fixup))
7827 TRACE("Destination fixups are not supported\n");
7828 return FALSE;
7831 if (is_identity_fixup(src_format->color_fixup))
7833 TRACE("[OK]\n");
7834 return TRUE;
7837 /* We only support YUV conversions. */
7838 if (!is_complex_fixup(src_format->color_fixup))
7840 TRACE("[FAILED]\n");
7841 return FALSE;
7844 switch(src_fixup)
7846 case COMPLEX_FIXUP_YUY2:
7847 case COMPLEX_FIXUP_UYVY:
7848 case COMPLEX_FIXUP_YV12:
7849 case COMPLEX_FIXUP_NV12:
7850 case COMPLEX_FIXUP_P8:
7851 TRACE("[OK]\n");
7852 return TRUE;
7854 default:
7855 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7856 TRACE("[FAILED]\n");
7857 return FALSE;
7861 static void arbfp_blit_surface(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
7862 struct wined3d_surface *src_surface, const RECT *src_rect_in,
7863 struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
7864 const struct wined3d_color_key *color_key)
7866 struct wined3d_texture *src_texture = src_surface->container;
7867 struct wined3d_texture *dst_texture = dst_surface->container;
7868 struct wined3d_context *context;
7869 RECT src_rect = *src_rect_in;
7870 RECT dst_rect = *dst_rect_in;
7871 struct wined3d_color_key alpha_test_key;
7873 /* Activate the destination context, set it up for blitting */
7874 context = context_acquire(device, dst_surface);
7876 /* Now load the surface */
7877 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7878 && (src_surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE))
7879 == WINED3D_LOCATION_DRAWABLE
7880 && !wined3d_resource_is_offscreen(&src_texture->resource))
7882 /* Without FBO blits transferring from the drawable to the texture is
7883 * expensive, because we have to flip the data in sysmem. Since we can
7884 * flip in the blitter, we don't actually need that flip anyway. So we
7885 * use the surface's texture as scratch texture, and flip the source
7886 * rectangle instead. */
7887 surface_load_fb_texture(src_surface, FALSE, context);
7889 src_rect.top = src_surface->resource.height - src_rect.top;
7890 src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7892 else
7893 wined3d_texture_load(src_texture, context, FALSE);
7895 context_apply_blit_state(context, device);
7897 if (!wined3d_resource_is_offscreen(&dst_texture->resource))
7898 surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7900 if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
7902 const struct wined3d_format *fmt = src_texture->resource.format;
7903 alpha_test_key.color_space_low_value = 0;
7904 alpha_test_key.color_space_high_value = ~(((1u << fmt->alpha_size) - 1) << fmt->alpha_offset);
7905 color_key = &alpha_test_key;
7908 arbfp_blit_set(device->blit_priv, context, src_surface, color_key);
7910 /* Draw a textured quad */
7911 draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7913 /* Leave the opengl state valid for blitting */
7914 arbfp_blit_unset(context->gl_info);
7916 if (wined3d_settings.strict_draw_ordering
7917 || (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture)))
7918 context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7920 context_release(context);
7922 surface_validate_location(dst_surface, dst_texture->resource.draw_binding);
7923 surface_invalidate_location(dst_surface, ~dst_texture->resource.draw_binding);
7926 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
7927 const RECT *rect, const struct wined3d_color *color)
7929 FIXME("Color filling not implemented by arbfp_blit\n");
7930 return WINED3DERR_INVALIDCALL;
7933 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
7934 const RECT *rect, float depth)
7936 FIXME("Depth filling not implemented by arbfp_blit.\n");
7937 return WINED3DERR_INVALIDCALL;
7940 const struct blit_shader arbfp_blit = {
7941 arbfp_blit_alloc,
7942 arbfp_blit_free,
7943 arbfp_blit_set,
7944 arbfp_blit_unset,
7945 arbfp_blit_supported,
7946 arbfp_blit_color_fill,
7947 arbfp_blit_depth_fill,
7948 arbfp_blit_surface,