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[wine.git] / dlls / wined3d / arb_program_shader.c
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1 /*
2 * Pixel and vertex shaders implementation using ARB_vertex_program
3 * and ARB_fragment_program GL extensions.
5 * Copyright 2002-2003 Jason Edmeades
6 * Copyright 2002-2003 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Ivan Gyurdiev
10 * Copyright 2006 Jason Green
11 * Copyright 2006 Henri Verbeet
12 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
13 * Copyright 2009 Henri Verbeet for CodeWeavers
15 * This library is free software; you can redistribute it and/or
16 * modify it under the terms of the GNU Lesser General Public
17 * License as published by the Free Software Foundation; either
18 * version 2.1 of the License, or (at your option) any later version.
20 * This library is distributed in the hope that it will be useful,
21 * but WITHOUT ANY WARRANTY; without even the implied warranty of
22 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
23 * Lesser General Public License for more details.
25 * You should have received a copy of the GNU Lesser General Public
26 * License along with this library; if not, write to the Free Software
27 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
30 #include "config.h"
31 #include "wine/port.h"
33 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
44 return type == WINED3D_SHADER_TYPE_PIXEL;
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
49 return type == WINED3D_SHADER_TYPE_VERTEX;
52 static const char *get_line(const char **ptr)
54 const char *p, *q;
56 p = *ptr;
57 if (!(q = strstr(p, "\n")))
59 if (!*p) return NULL;
60 *ptr += strlen(p);
61 return p;
63 *ptr = q + 1;
65 return p;
68 enum arb_helper_value
70 ARB_ZERO,
71 ARB_ONE,
72 ARB_TWO,
73 ARB_0001,
74 ARB_EPS,
76 ARB_VS_REL_OFFSET
79 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
81 if (shader != WINED3D_SHADER_TYPE_VERTEX && shader != WINED3D_SHADER_TYPE_PIXEL)
83 ERR("Unsupported shader type '%s'.\n", debug_shader_type(shader));
84 return "bad";
87 if (shader == WINED3D_SHADER_TYPE_PIXEL)
89 switch (value)
91 case ARB_ZERO: return "ps_helper_const.x";
92 case ARB_ONE: return "ps_helper_const.y";
93 case ARB_TWO: return "coefmul.x";
94 case ARB_0001: return "ps_helper_const.xxxy";
95 case ARB_EPS: return "ps_helper_const.z";
96 default: break;
99 else
101 switch (value)
103 case ARB_ZERO: return "helper_const.x";
104 case ARB_ONE: return "helper_const.y";
105 case ARB_TWO: return "helper_const.z";
106 case ARB_EPS: return "helper_const.w";
107 case ARB_0001: return "helper_const.xxxy";
108 case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
111 FIXME("Unmanaged %s shader helper constant requested: %u.\n",
112 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
113 switch (value)
115 case ARB_ZERO: return "0.0";
116 case ARB_ONE: return "1.0";
117 case ARB_TWO: return "2.0";
118 case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
119 case ARB_EPS: return "1e-8";
120 default: return "bad";
124 static inline BOOL ffp_clip_emul(const struct wined3d_context *context)
126 return context->lowest_disabled_stage < 7;
129 /* ARB_program_shader private data */
131 struct control_frame
133 struct list entry;
134 enum
137 IFC,
138 LOOP,
140 } type;
141 BOOL muting;
142 BOOL outer_loop;
143 union
145 unsigned int loop;
146 unsigned int ifc;
147 } no;
148 struct wined3d_shader_loop_control loop_control;
149 BOOL had_else;
152 struct arb_ps_np2fixup_info
154 struct ps_np2fixup_info super;
155 /* For ARB we need an offset value:
156 * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
157 * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
158 * array we need an offset to the index inside the program local parameter array. */
159 UINT offset;
162 struct arb_ps_compile_args
164 struct ps_compile_args super;
165 WORD bools;
166 WORD clip; /* only a boolean, use a WORD for alignment */
167 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
170 struct stb_const_desc
172 unsigned char texunit;
173 UINT const_num;
176 struct arb_ps_compiled_shader
178 struct arb_ps_compile_args args;
179 struct arb_ps_np2fixup_info np2fixup_info;
180 struct stb_const_desc bumpenvmatconst[WINED3D_MAX_TEXTURES];
181 struct stb_const_desc luminanceconst[WINED3D_MAX_TEXTURES];
182 UINT int_consts[WINED3D_MAX_CONSTS_I];
183 GLuint prgId;
184 UINT ycorrection;
185 unsigned char numbumpenvmatconsts;
186 char num_int_consts;
189 struct arb_vs_compile_args
191 struct vs_compile_args super;
192 union
194 struct
196 WORD bools;
197 unsigned char clip_texcoord;
198 unsigned char clipplane_mask;
199 } boolclip;
200 DWORD boolclip_compare;
201 } clip;
202 DWORD ps_signature;
203 union
205 unsigned char samplers[4];
206 DWORD samplers_compare;
207 } vertex;
208 unsigned char loop_ctrl[WINED3D_MAX_CONSTS_I][3];
211 struct arb_vs_compiled_shader
213 struct arb_vs_compile_args args;
214 GLuint prgId;
215 UINT int_consts[WINED3D_MAX_CONSTS_I];
216 char num_int_consts;
217 char need_color_unclamp;
218 UINT pos_fixup;
221 struct recorded_instruction
223 struct wined3d_shader_instruction ins;
224 struct list entry;
227 struct shader_arb_ctx_priv
229 char addr_reg[50];
230 enum
232 /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
233 ARB,
234 /* GL_NV_vertex_program2_option or GL_NV_fragment_program_option */
235 NV2,
236 /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
238 } target_version;
240 const struct arb_vs_compile_args *cur_vs_args;
241 const struct arb_ps_compile_args *cur_ps_args;
242 const struct arb_ps_compiled_shader *compiled_fprog;
243 const struct arb_vs_compiled_shader *compiled_vprog;
244 struct arb_ps_np2fixup_info *cur_np2fixup_info;
245 struct list control_frames;
246 struct list record;
247 BOOL recording;
248 BOOL muted;
249 unsigned int num_loops, loop_depth, num_ifcs;
250 int aL;
251 BOOL ps_post_process;
253 unsigned int vs_clipplanes;
254 BOOL footer_written;
255 BOOL in_main_func;
257 /* For 3.0 vertex shaders */
258 const char *vs_output[MAX_REG_OUTPUT];
259 /* For 2.x and earlier vertex shaders */
260 const char *texcrd_output[8], *color_output[2], *fog_output;
262 /* 3.0 pshader input for compatibility with fixed function */
263 const char *ps_input[MAX_REG_INPUT];
266 struct ps_signature
268 struct wined3d_shader_signature sig;
269 DWORD idx;
270 struct wine_rb_entry entry;
273 struct arb_pshader_private {
274 struct arb_ps_compiled_shader *gl_shaders;
275 UINT num_gl_shaders, shader_array_size;
276 DWORD input_signature_idx;
277 DWORD clipplane_emulation;
278 BOOL clamp_consts;
281 struct arb_vshader_private {
282 struct arb_vs_compiled_shader *gl_shaders;
283 UINT num_gl_shaders, shader_array_size;
284 UINT rel_offset;
287 struct shader_arb_priv
289 GLuint current_vprogram_id;
290 GLuint current_fprogram_id;
291 const struct arb_ps_compiled_shader *compiled_fprog;
292 const struct arb_vs_compiled_shader *compiled_vprog;
293 BOOL use_arbfp_fixed_func;
294 struct wine_rb_tree fragment_shaders;
295 BOOL last_ps_const_clamped;
296 BOOL last_vs_color_unclamp;
298 struct wine_rb_tree signature_tree;
299 DWORD ps_sig_number;
301 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
302 char vshader_const_dirty[WINED3D_MAX_VS_CONSTS_F];
303 char pshader_const_dirty[WINED3D_MAX_PS_CONSTS_F];
304 const struct wined3d_context *last_context;
306 const struct wined3d_vertex_pipe_ops *vertex_pipe;
307 const struct wined3d_fragment_pipe_ops *fragment_pipe;
308 BOOL ffp_proj_control;
311 /* Context activation for state handlers is done by the caller. */
313 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
314 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
316 if (shader_data->rel_offset) return TRUE;
317 if (!reg_maps->usesmova) return FALSE;
318 return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
321 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
322 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
324 return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
325 && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
328 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
329 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
331 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
332 if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
333 if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
334 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
335 if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
336 if (reg_maps->usesnrm) return TRUE; /* 0.0 */
337 if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
338 if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
339 return FALSE;
342 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
343 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
345 unsigned int ret = 1;
346 /* We use one PARAM for the pos fixup, and in some cases one to load
347 * some immediate values into the shader. */
348 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
349 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
350 return ret;
353 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
354 * When constant_list == NULL, it will load all the constants.
356 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
357 * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
359 /* Context activation is done by the caller. */
360 static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *shader,
361 const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
362 const struct wined3d_vec4 *constants, char *dirty_consts)
364 struct wined3d_shader_lconst *lconst;
365 unsigned int ret, i, j;
367 if (TRACE_ON(d3d_constants))
369 for (i = 0; i < max_constants; ++i)
371 if (!dirty_consts[i])
372 continue;
373 TRACE_(d3d_constants)("Loading constant %u: %s.\n", i, debug_vec4(&constants[i]));
377 i = 0;
379 /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
380 if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
382 float lcl_const[4];
383 /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
384 * shaders, the first 8 constants are marked dirty for reload
386 for (; i < min(8, max_constants); ++i)
388 if (!dirty_consts[i])
389 continue;
390 dirty_consts[i] = 0;
392 if (constants[i].x > 1.0f)
393 lcl_const[0] = 1.0f;
394 else if (constants[i].x < -1.0f)
395 lcl_const[0] = -1.0f;
396 else
397 lcl_const[0] = constants[i].x;
399 if (constants[i].y > 1.0f)
400 lcl_const[1] = 1.0f;
401 else if (constants[i].y < -1.0f)
402 lcl_const[1] = -1.0f;
403 else
404 lcl_const[1] = constants[i].y;
406 if (constants[i].z > 1.0f)
407 lcl_const[2] = 1.0f;
408 else if (constants[i].z < -1.0f)
409 lcl_const[2] = -1.0f;
410 else
411 lcl_const[2] = constants[i].z;
413 if (constants[i].w > 1.0f)
414 lcl_const[3] = 1.0f;
415 else if (constants[i].w < -1.0f)
416 lcl_const[3] = -1.0f;
417 else
418 lcl_const[3] = constants[i].w;
420 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
423 /* If further constants are dirty, reload them without clamping.
425 * The alternative is not to touch them, but then we cannot reset the dirty constant count
426 * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
427 * above would always re-check the first 8 constants since max_constant remains at the init
428 * value
432 if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
434 /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
435 * or just reloading *all* constants at once
437 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
439 for (; i < max_constants; ++i)
441 if (!dirty_consts[i])
442 continue;
444 /* Find the next block of dirty constants */
445 dirty_consts[i] = 0;
446 j = i;
447 for (++i; (i < max_constants) && dirty_consts[i]; ++i)
449 dirty_consts[i] = 0;
452 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, &constants[j].x));
455 else
457 for (; i < max_constants; ++i)
459 if (dirty_consts[i])
461 dirty_consts[i] = 0;
462 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i].x));
466 checkGLcall("glProgramEnvParameter4fvARB()");
468 /* Load immediate constants */
469 if (shader->load_local_constsF)
471 if (TRACE_ON(d3d_shader))
473 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
475 GLfloat* values = (GLfloat*)lconst->value;
476 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
477 values[0], values[1], values[2], values[3]);
480 /* Immediate constants are clamped for 1.X shaders at loading times */
481 ret = 0;
482 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
484 dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
485 ret = max(ret, lconst->idx + 1);
486 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
488 checkGLcall("glProgramEnvParameter4fvARB()");
489 return ret; /* The loaded immediate constants need reloading for the next shader */
490 } else {
491 return 0; /* No constants are dirty now */
495 /* Loads the texture dimensions for NP2 fixup into the currently set
496 * ARB_[vertex/fragment]_programs. */
497 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
498 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
500 GLfloat np2fixup_constants[4 * WINED3D_MAX_FRAGMENT_SAMPLERS];
501 WORD active = fixup->super.active;
502 UINT i;
504 if (!active)
505 return;
507 for (i = 0; active; active >>= 1, ++i)
509 const struct wined3d_texture *tex = state->textures[i];
510 unsigned char idx = fixup->super.idx[i];
511 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
513 if (!(active & 1))
514 continue;
516 if (!tex)
518 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
519 continue;
522 if (idx % 2)
524 tex_dim[2] = tex->pow2_matrix[0];
525 tex_dim[3] = tex->pow2_matrix[5];
527 else
529 tex_dim[0] = tex->pow2_matrix[0];
530 tex_dim[1] = tex->pow2_matrix[5];
534 for (i = 0; i < fixup->super.num_consts; ++i)
536 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
537 fixup->offset + i, &np2fixup_constants[i * 4]));
541 /* Context activation is done by the caller. */
542 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
543 const struct wined3d_context_gl *context_gl, const struct wined3d_state *state, unsigned int rt_height)
545 const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
546 unsigned char i;
548 for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
550 int texunit = gl_shader->bumpenvmatconst[i].texunit;
552 /* The state manager takes care that this function is always called if the bump env matrix changes */
553 const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
554 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
555 gl_shader->bumpenvmatconst[i].const_num, data));
557 if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
559 /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
560 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
561 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
562 * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
564 const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
565 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
566 gl_shader->luminanceconst[i].const_num, scale));
569 checkGLcall("Load bumpmap consts");
571 if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
573 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
574 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
575 * ycorrection.z: 1.0
576 * ycorrection.w: 0.0
578 float val[4];
579 val[0] = context_gl->c.render_offscreen ? 0.0f : (float)rt_height;
580 val[1] = context_gl->c.render_offscreen ? 1.0f : -1.0f;
581 val[2] = 1.0f;
582 val[3] = 0.0f;
583 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
584 checkGLcall("y correction loading");
587 if (!gl_shader->num_int_consts) return;
589 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
591 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
593 float val[4];
594 val[0] = (float)state->ps_consts_i[i].x;
595 val[1] = (float)state->ps_consts_i[i].y;
596 val[2] = (float)state->ps_consts_i[i].z;
597 val[3] = -1.0f;
599 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
602 checkGLcall("Load ps int consts");
605 /* Context activation is done by the caller. */
606 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
607 const struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
609 const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
610 float position_fixup[4];
611 unsigned char i;
613 /* Upload the position fixup */
614 shader_get_position_fixup(&context_gl->c, state, 1, position_fixup);
615 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
617 if (!gl_shader->num_int_consts) return;
619 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
621 if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
623 float val[4];
624 val[0] = (float)state->vs_consts_i[i].x;
625 val[1] = (float)state->vs_consts_i[i].y;
626 val[2] = (float)state->vs_consts_i[i].z;
627 val[3] = -1.0f;
629 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
632 checkGLcall("Load vs int consts");
635 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
636 const struct wined3d_state *state);
639 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
641 * We only support float constants in ARB at the moment, so don't
642 * worry about the Integers or Booleans
644 /* Context activation is done by the caller (state handler). */
645 static void shader_arb_load_constants_internal(struct shader_arb_priv *priv, struct wined3d_context_gl *context_gl,
646 const struct wined3d_state *state, BOOL use_ps, BOOL use_vs, BOOL from_shader_select)
648 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
649 const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
651 if (!from_shader_select)
653 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
654 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
656 if (vshader
657 && (vshader->reg_maps.boolean_constants
658 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
659 && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
661 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
662 shader_arb_select(priv, &context_gl->c, state);
664 else if (pshader
665 && (pshader->reg_maps.boolean_constants
666 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
667 && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
669 TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
670 shader_arb_select(priv, &context_gl->c, state);
674 if (&context_gl->c != priv->last_context)
676 memset(priv->vshader_const_dirty, 1,
677 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
678 priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
680 memset(priv->pshader_const_dirty, 1,
681 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
682 priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
684 priv->last_context = &context_gl->c;
687 if (use_vs)
689 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
690 const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
692 /* Load DirectX 9 float constants for vertex shader */
693 priv->highest_dirty_vs_const = shader_arb_load_constants_f(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
694 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
695 shader_arb_vs_local_constants(gl_shader, context_gl, state);
698 if (use_ps)
700 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
701 const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
702 UINT rt_height = state->fb->render_targets[0]->height;
704 /* Load DirectX 9 float constants for pixel shader */
705 priv->highest_dirty_ps_const = shader_arb_load_constants_f(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
706 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
707 shader_arb_ps_local_constants(gl_shader, context_gl, state, rt_height);
709 if (context_gl->c.constant_update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
710 shader_arb_load_np2fixup_constants(&gl_shader->np2fixup_info, gl_info, state);
714 static void shader_arb_load_constants(void *shader_priv, struct wined3d_context *context,
715 const struct wined3d_state *state)
717 shader_arb_load_constants_internal(shader_priv, wined3d_context_gl(context),
718 state, use_ps(state), use_vs(state), FALSE);
721 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
723 struct wined3d_context_gl *context_gl = wined3d_context_gl_get_current();
724 struct shader_arb_priv *priv = device->shader_priv;
726 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
727 * context. On a context switch the old context will be fully dirtified */
728 if (!context_gl || context_gl->c.device != device)
729 return;
731 memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
732 priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
735 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
737 struct wined3d_context_gl *context_gl = wined3d_context_gl_get_current();
738 struct shader_arb_priv *priv = device->shader_priv;
740 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
741 * context. On a context switch the old context will be fully dirtified */
742 if (!context_gl || context_gl->c.device != device)
743 return;
745 memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
746 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
749 static void shader_arb_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
751 char str[4][17];
753 wined3d_ftoa(values[0], str[0]);
754 wined3d_ftoa(values[1], str[1]);
755 wined3d_ftoa(values[2], str[2]);
756 wined3d_ftoa(values[3], str[3]);
757 shader_addline(buffer, "{%s, %s, %s, %s}", str[0], str[1], str[2], str[3]);
760 /* Generate the variable & register declarations for the ARB_vertex_program output target */
761 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
762 const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_string_buffer *buffer,
763 const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
764 const struct shader_arb_ctx_priv *ctx)
766 DWORD i;
767 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
768 const struct wined3d_shader_lconst *lconst;
769 unsigned max_constantsF;
770 DWORD map;
772 /* In pixel shaders, all private constants are program local, we don't need anything
773 * from program.env. Thus we can advertise the full set of constants in pixel shaders.
774 * If we need a private constant the GL implementation will squeeze it in somewhere
776 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
777 * immediate values. The posFixup is loaded using program.env for now, so always
778 * subtract one from the number of constants. If the shader uses indirect addressing,
779 * account for the helper const too because we have to declare all available d3d constants
780 * and don't know which are actually used.
782 if (pshader)
784 max_constantsF = gl_info->limits.arb_ps_native_constants;
785 /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
786 if (max_constantsF < 24)
787 max_constantsF = gl_info->limits.arb_ps_float_constants;
789 else
791 const struct arb_vshader_private *shader_data = shader->backend_data;
792 max_constantsF = gl_info->limits.arb_vs_native_constants;
793 /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
794 * Also prevents max_constantsF from becoming less than 0 and
795 * wrapping . */
796 if (max_constantsF < 96)
797 max_constantsF = gl_info->limits.arb_vs_float_constants;
799 if (reg_maps->usesrelconstF)
801 DWORD highest_constf = 0, clip_limit;
803 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
804 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
805 max_constantsF -= gl_info->reserved_arb_constants;
807 for (i = 0; i < shader->limits->constant_float; ++i)
809 DWORD idx = i >> 5;
810 DWORD shift = i & 0x1f;
811 if (reg_maps->constf[idx] & (1u << shift))
812 highest_constf = i;
815 if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
817 if(ctx->cur_vs_args->super.clip_enabled)
818 clip_limit = gl_info->limits.user_clip_distances;
819 else
820 clip_limit = 0;
822 else
824 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
825 clip_limit = min(wined3d_popcount(mask), 4);
827 *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
828 max_constantsF -= *num_clipplanes;
829 if(*num_clipplanes < clip_limit)
831 WARN("Only %u clip planes out of %u enabled.\n", *num_clipplanes,
832 gl_info->limits.user_clip_distances);
835 else
837 if (ctx->target_version >= NV2)
838 *num_clipplanes = gl_info->limits.user_clip_distances;
839 else
840 *num_clipplanes = min(gl_info->limits.user_clip_distances, 4);
844 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
846 if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
849 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
851 if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
854 if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
856 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
858 if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
862 if (!shader->load_local_constsF)
864 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
866 const float *value;
867 value = (const float *)lconst->value;
868 shader_addline(buffer, "PARAM C%u = ", lconst->idx);
869 shader_arb_append_imm_vec4(buffer, value);
870 shader_addline(buffer, ";\n");
874 /* After subtracting privately used constants from the hardware limit(they are loaded as
875 * local constants), make sure the shader doesn't violate the env constant limit
877 if (pshader)
879 max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
881 else
883 max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
886 /* Avoid declaring more constants than needed */
887 max_constantsF = min(max_constantsF, shader->limits->constant_float);
889 /* we use the array-based constants array if the local constants are marked for loading,
890 * because then we use indirect addressing, or when the local constant list is empty,
891 * because then we don't know if we're using indirect addressing or not. If we're hardcoding
892 * local constants do not declare the loaded constants as an array because ARB compilers usually
893 * do not optimize unused constants away
895 if (reg_maps->usesrelconstF)
897 /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
898 shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
899 max_constantsF, max_constantsF - 1);
901 else
903 for (i = 0; i < max_constantsF; ++i)
905 if (!shader_constant_is_local(shader, i) && wined3d_extract_bits(reg_maps->constf, i, 1))
907 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
913 static const char * const shift_tab[] = {
914 "dummy", /* 0 (none) */
915 "coefmul.x", /* 1 (x2) */
916 "coefmul.y", /* 2 (x4) */
917 "coefmul.z", /* 3 (x8) */
918 "coefmul.w", /* 4 (x16) */
919 "dummy", /* 5 (x32) */
920 "dummy", /* 6 (x64) */
921 "dummy", /* 7 (x128) */
922 "dummy", /* 8 (d256) */
923 "dummy", /* 9 (d128) */
924 "dummy", /* 10 (d64) */
925 "dummy", /* 11 (d32) */
926 "coefdiv.w", /* 12 (d16) */
927 "coefdiv.z", /* 13 (d8) */
928 "coefdiv.y", /* 14 (d4) */
929 "coefdiv.x" /* 15 (d2) */
932 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
933 const struct wined3d_shader_dst_param *dst, char *write_mask)
935 char *ptr = write_mask;
937 if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
939 *ptr++ = '.';
940 if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
941 if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
942 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
943 if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
946 *ptr = '\0';
949 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
951 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
952 * but addressed as "rgba". To fix this we need to swap the register's x
953 * and z components. */
954 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
955 char *ptr = swizzle_str;
957 /* swizzle bits fields: wwzzyyxx */
958 DWORD swizzle = param->swizzle;
959 DWORD swizzle_x = swizzle & 0x03;
960 DWORD swizzle_y = (swizzle >> 2) & 0x03;
961 DWORD swizzle_z = (swizzle >> 4) & 0x03;
962 DWORD swizzle_w = (swizzle >> 6) & 0x03;
964 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
965 * generate a swizzle string. Unless we need to our own swizzling. */
966 if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
968 *ptr++ = '.';
969 if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
970 *ptr++ = swizzle_chars[swizzle_x];
971 } else {
972 *ptr++ = swizzle_chars[swizzle_x];
973 *ptr++ = swizzle_chars[swizzle_y];
974 *ptr++ = swizzle_chars[swizzle_z];
975 *ptr++ = swizzle_chars[swizzle_w];
979 *ptr = '\0';
982 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
984 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
985 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
987 if (!strcmp(priv->addr_reg, src))
988 return;
990 snprintf(priv->addr_reg, sizeof(priv->addr_reg), "%s", src);
991 shader_addline(buffer, "ARL A0.x, %s;\n", src);
994 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
995 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
997 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
998 const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1000 /* oPos, oFog and oPts in D3D */
1001 static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1002 const struct wined3d_shader *shader = ins->ctx->shader;
1003 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1004 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1005 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1007 *is_color = FALSE;
1009 switch (reg->type)
1011 case WINED3DSPR_TEMP:
1012 sprintf(register_name, "R%u", reg->idx[0].offset);
1013 break;
1015 case WINED3DSPR_INPUT:
1016 if (pshader)
1018 if (reg_maps->shader_version.major < 3)
1020 if (!reg->idx[0].offset)
1021 strcpy(register_name, "fragment.color.primary");
1022 else
1023 strcpy(register_name, "fragment.color.secondary");
1025 else
1027 if (reg->idx[0].rel_addr)
1029 char rel_reg[50];
1030 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1032 if (!strcmp(rel_reg, "**aL_emul**"))
1034 DWORD idx = ctx->aL + reg->idx[0].offset;
1035 if(idx < MAX_REG_INPUT)
1037 strcpy(register_name, ctx->ps_input[idx]);
1039 else
1041 ERR("Pixel shader input register out of bounds: %u\n", idx);
1042 sprintf(register_name, "out_of_bounds_%u", idx);
1045 else if (reg_maps->input_registers & 0x0300)
1047 /* There are two ways basically:
1049 * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1050 * That means trouble if the loop also contains a breakc or if the control values
1051 * aren't local constants.
1052 * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1053 * source dynamically. The trouble is that we cannot simply read aL.y because it
1054 * is an ADDRESS register. We could however push it, load .zw with a value and use
1055 * ADAC to load the condition code register and pop it again afterwards
1057 FIXME("Relative input register addressing with more than 8 registers\n");
1059 /* This is better than nothing for now */
1060 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1062 else if(ctx->cur_ps_args->super.vp_mode != WINED3D_VP_MODE_SHADER)
1064 /* This is problematic because we'd have to consult the ctx->ps_input strings
1065 * for where to find the varying. Some may be "0.0", others can be texcoords or
1066 * colors. This needs either a pipeline replacement to make the vertex shader feed
1067 * proper varyings, or loop unrolling
1069 * For now use the texcoords and hope for the best
1071 FIXME("Non-vertex shader varying input with indirect addressing\n");
1072 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1074 else
1076 /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1077 * pulls GL_NV_fragment_program2 in
1079 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1082 else
1084 if (reg->idx[0].offset < MAX_REG_INPUT)
1086 strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1088 else
1090 ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1091 sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1096 else
1098 if (ctx->cur_vs_args->super.swizzle_map & (1u << reg->idx[0].offset))
1099 *is_color = TRUE;
1100 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1102 break;
1104 case WINED3DSPR_CONST:
1105 if (!pshader && reg->idx[0].rel_addr)
1107 const struct arb_vshader_private *shader_data = shader->backend_data;
1108 UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
1109 BOOL aL = FALSE;
1110 char rel_reg[50];
1111 if (reg_maps->shader_version.major < 2)
1113 sprintf(rel_reg, "A0.x");
1115 else
1117 shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1118 if (ctx->target_version == ARB)
1120 if (!strcmp(rel_reg, "**aL_emul**"))
1122 aL = TRUE;
1123 } else {
1124 shader_arb_request_a0(ins, rel_reg);
1125 sprintf(rel_reg, "A0.x");
1129 if (aL)
1130 sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1131 else if (reg->idx[0].offset >= rel_offset)
1132 sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1133 else
1134 sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1136 else
1138 if (reg_maps->usesrelconstF)
1139 sprintf(register_name, "C[%u]", reg->idx[0].offset);
1140 else
1141 sprintf(register_name, "C%u", reg->idx[0].offset);
1143 break;
1145 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1146 if (pshader)
1148 if (reg_maps->shader_version.major == 1
1149 && reg_maps->shader_version.minor <= 3)
1150 /* In ps <= 1.3, Tx is a temporary register as destination
1151 * to all instructions, and as source to most instructions.
1152 * For some instructions it is the texcoord input. Those
1153 * instructions know about the special use. */
1154 sprintf(register_name, "T%u", reg->idx[0].offset);
1155 else
1156 /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1157 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1159 else
1161 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1162 sprintf(register_name, "A%u", reg->idx[0].offset);
1163 else
1164 sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1166 break;
1168 case WINED3DSPR_COLOROUT:
1169 if (ctx->ps_post_process && !reg->idx[0].offset)
1171 strcpy(register_name, "TMP_COLOR");
1173 else
1175 if (ctx->cur_ps_args->super.srgb_correction)
1176 FIXME("sRGB correction on higher render targets.\n");
1177 if (reg_maps->rt_mask > 1)
1178 sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1179 else
1180 strcpy(register_name, "result.color");
1182 break;
1184 case WINED3DSPR_RASTOUT:
1185 if (reg->idx[0].offset == 1)
1186 sprintf(register_name, "%s", ctx->fog_output);
1187 else
1188 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1189 break;
1191 case WINED3DSPR_DEPTHOUT:
1192 strcpy(register_name, "result.depth");
1193 break;
1195 case WINED3DSPR_ATTROUT:
1196 /* case WINED3DSPR_OUTPUT: */
1197 if (pshader)
1198 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1199 else
1200 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1201 break;
1203 case WINED3DSPR_TEXCRDOUT:
1204 if (pshader)
1205 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1206 else if (reg_maps->shader_version.major < 3)
1207 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1208 else
1209 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1210 break;
1212 case WINED3DSPR_LOOP:
1213 if(ctx->target_version >= NV2)
1215 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1216 if(pshader) sprintf(register_name, "A0.x");
1217 else sprintf(register_name, "aL.y");
1219 else
1221 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1222 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1223 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1224 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1225 * indexing
1227 sprintf(register_name, "**aL_emul**");
1230 break;
1232 case WINED3DSPR_CONSTINT:
1233 sprintf(register_name, "I%u", reg->idx[0].offset);
1234 break;
1236 case WINED3DSPR_MISCTYPE:
1237 if (!reg->idx[0].offset)
1238 sprintf(register_name, "vpos");
1239 else if (reg->idx[0].offset == 1)
1240 sprintf(register_name, "fragment.facing.x");
1241 else
1242 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1243 break;
1245 default:
1246 FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1247 sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1248 break;
1252 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1253 const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1255 char register_name[255];
1256 char write_mask[6];
1257 BOOL is_color;
1259 shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1260 strcpy(str, register_name);
1262 shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1263 strcat(str, write_mask);
1266 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1268 switch(channel_source)
1270 case CHANNEL_SOURCE_ZERO: return "0";
1271 case CHANNEL_SOURCE_ONE: return "1";
1272 case CHANNEL_SOURCE_X: return "x";
1273 case CHANNEL_SOURCE_Y: return "y";
1274 case CHANNEL_SOURCE_Z: return "z";
1275 case CHANNEL_SOURCE_W: return "w";
1276 default:
1277 FIXME("Unhandled channel source %#x\n", channel_source);
1278 return "undefined";
1282 struct color_fixup_masks
1284 DWORD source;
1285 DWORD sign;
1288 static struct color_fixup_masks calc_color_correction(struct color_fixup_desc fixup, DWORD dst_mask)
1290 struct color_fixup_masks masks = {0, 0};
1292 if (is_complex_fixup(fixup))
1294 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1295 FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1296 return masks;
1299 if (fixup.x_source != CHANNEL_SOURCE_X)
1300 masks.source |= WINED3DSP_WRITEMASK_0;
1301 if (fixup.y_source != CHANNEL_SOURCE_Y)
1302 masks.source |= WINED3DSP_WRITEMASK_1;
1303 if (fixup.z_source != CHANNEL_SOURCE_Z)
1304 masks.source |= WINED3DSP_WRITEMASK_2;
1305 if (fixup.w_source != CHANNEL_SOURCE_W)
1306 masks.source |= WINED3DSP_WRITEMASK_3;
1307 masks.source &= dst_mask;
1309 if (fixup.x_sign_fixup)
1310 masks.sign |= WINED3DSP_WRITEMASK_0;
1311 if (fixup.y_sign_fixup)
1312 masks.sign |= WINED3DSP_WRITEMASK_1;
1313 if (fixup.z_sign_fixup)
1314 masks.sign |= WINED3DSP_WRITEMASK_2;
1315 if (fixup.w_sign_fixup)
1316 masks.sign |= WINED3DSP_WRITEMASK_3;
1317 masks.sign &= dst_mask;
1319 return masks;
1322 static void gen_color_correction(struct wined3d_string_buffer *buffer, const char *dst,
1323 const char *src, const char *one, const char *two,
1324 struct color_fixup_desc fixup, struct color_fixup_masks masks)
1326 const char *sign_fixup_src = dst;
1328 if (masks.source)
1330 if (masks.sign)
1331 sign_fixup_src = "TA";
1333 shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", sign_fixup_src, src,
1334 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1335 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1337 else if (masks.sign)
1339 sign_fixup_src = src;
1342 if (masks.sign)
1344 char reg_mask[6];
1345 char *ptr = reg_mask;
1347 if (masks.sign != WINED3DSP_WRITEMASK_ALL)
1349 *ptr++ = '.';
1350 if (masks.sign & WINED3DSP_WRITEMASK_0)
1351 *ptr++ = 'x';
1352 if (masks.sign & WINED3DSP_WRITEMASK_1)
1353 *ptr++ = 'y';
1354 if (masks.sign & WINED3DSP_WRITEMASK_2)
1355 *ptr++ = 'z';
1356 if (masks.sign & WINED3DSP_WRITEMASK_3)
1357 *ptr++ = 'w';
1359 *ptr = '\0';
1361 shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", dst, reg_mask, sign_fixup_src, two, one);
1365 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1367 DWORD mod;
1368 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1369 if (!ins->dst_count) return "";
1371 mod = ins->dst[0].modifiers;
1373 /* Silently ignore PARTIALPRECISION if it's not supported */
1374 if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1376 if(mod & WINED3DSPDM_MSAMPCENTROID)
1378 FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1379 mod &= ~WINED3DSPDM_MSAMPCENTROID;
1382 switch(mod)
1384 case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1385 return "H_SAT";
1387 case WINED3DSPDM_SATURATE:
1388 return "_SAT";
1390 case WINED3DSPDM_PARTIALPRECISION:
1391 return "H";
1393 case 0:
1394 return "";
1396 default:
1397 FIXME("Unknown modifiers 0x%08x\n", mod);
1398 return "";
1402 #define TEX_PROJ 0x1
1403 #define TEX_BIAS 0x2
1404 #define TEX_LOD 0x4
1405 #define TEX_DERIV 0x10
1407 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1408 const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1410 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1411 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1412 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1413 enum wined3d_shader_resource_type resource_type;
1414 struct color_fixup_masks masks;
1415 const char *tex_dst = dst_str;
1416 BOOL np2_fixup = FALSE;
1417 const char *tex_type;
1418 const char *mod;
1420 if (pshader)
1422 resource_type = pixelshader_get_resource_type(ins->ctx->reg_maps, sampler_idx,
1423 priv->cur_ps_args->super.tex_types);
1425 else
1427 resource_type = ins->ctx->reg_maps->resource_info[sampler_idx].type;
1429 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1430 sampler_idx += WINED3D_MAX_FRAGMENT_SAMPLERS;
1433 switch (resource_type)
1435 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1436 tex_type = "1D";
1437 break;
1439 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1440 if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
1441 && ins->ctx->gl_info->supported[ARB_TEXTURE_RECTANGLE])
1442 tex_type = "RECT";
1443 else
1444 tex_type = "2D";
1446 if (pshader)
1448 if (priv->cur_np2fixup_info->super.active & (1u << sampler_idx))
1450 if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1451 else np2_fixup = TRUE;
1454 break;
1456 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1457 tex_type = "3D";
1458 break;
1460 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1461 tex_type = "CUBE";
1462 break;
1464 default:
1465 ERR("Unexpected resource type %#x.\n", resource_type);
1466 tex_type = "";
1469 /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1470 * so don't use shader_arb_get_modifier
1472 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1473 else mod = "";
1475 /* Fragment samplers always have indentity mapping */
1476 if(sampler_idx >= WINED3D_MAX_FRAGMENT_SAMPLERS)
1478 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - WINED3D_MAX_FRAGMENT_SAMPLERS];
1481 if (pshader)
1483 masks = calc_color_correction(priv->cur_ps_args->super.color_fixup[sampler_idx],
1484 ins->dst[0].write_mask);
1486 if (masks.source || masks.sign)
1487 tex_dst = "TA";
1490 if (flags & TEX_DERIV)
1492 if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1493 if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1494 shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1495 dsx, dsy, sampler_idx, tex_type);
1497 else if(flags & TEX_LOD)
1499 if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1500 if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1501 shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg,
1502 sampler_idx, tex_type);
1504 else if (flags & TEX_BIAS)
1506 /* Shouldn't be possible, but let's check for it */
1507 if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1508 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1509 shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1511 else if (flags & TEX_PROJ)
1513 shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1515 else
1517 if (np2_fixup)
1519 const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1520 shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1521 (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1523 shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, tex_dst, sampler_idx, tex_type);
1525 else
1526 shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, tex_dst, coord_reg, sampler_idx, tex_type);
1529 if (pshader)
1531 gen_color_correction(buffer, dst_str, tex_dst,
1532 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1533 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1534 priv->cur_ps_args->super.color_fixup[sampler_idx], masks);
1538 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1539 const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1541 /* Generate a line that does the input modifier computation and return the input register to use */
1542 BOOL is_color = FALSE, insert_line;
1543 char regstr[256];
1544 char swzstr[20];
1545 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1546 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1547 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1548 const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1550 /* Assume a new line will be added */
1551 insert_line = TRUE;
1553 /* Get register name */
1554 shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1555 shader_arb_get_swizzle(src, is_color, swzstr);
1557 switch (src->modifiers)
1559 case WINED3DSPSM_NONE:
1560 sprintf(outregstr, "%s%s", regstr, swzstr);
1561 insert_line = FALSE;
1562 break;
1563 case WINED3DSPSM_NEG:
1564 sprintf(outregstr, "-%s%s", regstr, swzstr);
1565 insert_line = FALSE;
1566 break;
1567 case WINED3DSPSM_BIAS:
1568 shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1569 break;
1570 case WINED3DSPSM_BIASNEG:
1571 shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1572 break;
1573 case WINED3DSPSM_SIGN:
1574 shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1575 break;
1576 case WINED3DSPSM_SIGNNEG:
1577 shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1578 break;
1579 case WINED3DSPSM_COMP:
1580 shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1581 break;
1582 case WINED3DSPSM_X2:
1583 shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1584 break;
1585 case WINED3DSPSM_X2NEG:
1586 shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1587 break;
1588 case WINED3DSPSM_DZ:
1589 shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1590 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1591 break;
1592 case WINED3DSPSM_DW:
1593 shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1594 shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1595 break;
1596 case WINED3DSPSM_ABS:
1597 if(ctx->target_version >= NV2) {
1598 sprintf(outregstr, "|%s%s|", regstr, swzstr);
1599 insert_line = FALSE;
1600 } else {
1601 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1603 break;
1604 case WINED3DSPSM_ABSNEG:
1605 if(ctx->target_version >= NV2) {
1606 sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1607 } else {
1608 shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1609 sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1611 insert_line = FALSE;
1612 break;
1613 default:
1614 sprintf(outregstr, "%s%s", regstr, swzstr);
1615 insert_line = FALSE;
1618 /* Return modified or original register, with swizzle */
1619 if (insert_line)
1620 sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1623 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1625 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1626 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1627 DWORD sampler_code = dst->reg.idx[0].offset;
1628 char dst_name[50];
1629 char src_name[2][50];
1631 shader_arb_get_dst_param(ins, dst, dst_name);
1633 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1635 * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1636 * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1637 * temps is done.
1639 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1640 shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1641 shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1642 shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1643 shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1645 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1646 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1649 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1651 *extra_char = ' ';
1652 switch(mod)
1654 case WINED3DSPSM_NONE: return WINED3DSPSM_NEG;
1655 case WINED3DSPSM_NEG: return WINED3DSPSM_NONE;
1656 case WINED3DSPSM_BIAS: return WINED3DSPSM_BIASNEG;
1657 case WINED3DSPSM_BIASNEG: return WINED3DSPSM_BIAS;
1658 case WINED3DSPSM_SIGN: return WINED3DSPSM_SIGNNEG;
1659 case WINED3DSPSM_SIGNNEG: return WINED3DSPSM_SIGN;
1660 case WINED3DSPSM_COMP: *extra_char = '-'; return WINED3DSPSM_COMP;
1661 case WINED3DSPSM_X2: return WINED3DSPSM_X2NEG;
1662 case WINED3DSPSM_X2NEG: return WINED3DSPSM_X2;
1663 case WINED3DSPSM_DZ: *extra_char = '-'; return WINED3DSPSM_DZ;
1664 case WINED3DSPSM_DW: *extra_char = '-'; return WINED3DSPSM_DW;
1665 case WINED3DSPSM_ABS: return WINED3DSPSM_ABSNEG;
1666 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
1668 FIXME("Unknown modifier %u\n", mod);
1669 return mod;
1672 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1674 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1675 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1676 char dst_name[50];
1677 char src_name[3][50];
1678 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1679 ins->ctx->reg_maps->shader_version.minor);
1681 shader_arb_get_dst_param(ins, dst, dst_name);
1682 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1684 if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
1685 && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
1687 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1689 else
1691 struct wined3d_shader_src_param src0_copy = ins->src[0];
1692 char extra_neg;
1694 /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1695 src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1697 shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1698 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1699 shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1700 shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1701 dst_name, src_name[1], src_name[2]);
1705 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1707 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1708 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1709 char dst_name[50];
1710 char src_name[3][50];
1712 shader_arb_get_dst_param(ins, dst, dst_name);
1714 /* Generate input register names (with modifiers) */
1715 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1716 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1717 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1719 shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1720 dst_name, src_name[0], src_name[2], src_name[1]);
1723 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1724 * dst = dot2(src0, src1) + src2 */
1725 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1727 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1728 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1729 char dst_name[50];
1730 char src_name[3][50];
1731 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1733 shader_arb_get_dst_param(ins, dst, dst_name);
1734 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1735 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1737 if(ctx->target_version >= NV3)
1739 /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1740 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1741 shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1742 dst_name, src_name[0], src_name[1], src_name[2]);
1744 else if(ctx->target_version >= NV2)
1746 /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1747 * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1748 * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1749 * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1751 * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1753 * .xyxy and other swizzles that we could get with this are not valid in
1754 * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1756 struct wined3d_shader_src_param tmp_param = ins->src[1];
1757 DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1758 tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1760 shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1762 shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1763 dst_name, src_name[2], src_name[0], src_name[1]);
1765 else
1767 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1768 /* 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]
1769 * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1771 shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1772 shader_addline(buffer, "MOV TA.z, 0.0;\n");
1773 shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1774 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1778 /* Map the opcode 1-to-1 to the GL code */
1779 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1781 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1782 const char *instruction;
1783 char arguments[256], dst_str[50];
1784 unsigned int i;
1785 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1787 switch (ins->handler_idx)
1789 case WINED3DSIH_ABS: instruction = "ABS"; break;
1790 case WINED3DSIH_ADD: instruction = "ADD"; break;
1791 case WINED3DSIH_CRS: instruction = "XPD"; break;
1792 case WINED3DSIH_DP3: instruction = "DP3"; break;
1793 case WINED3DSIH_DP4: instruction = "DP4"; break;
1794 case WINED3DSIH_DST: instruction = "DST"; break;
1795 case WINED3DSIH_FRC: instruction = "FRC"; break;
1796 case WINED3DSIH_LIT: instruction = "LIT"; break;
1797 case WINED3DSIH_LRP: instruction = "LRP"; break;
1798 case WINED3DSIH_MAD: instruction = "MAD"; break;
1799 case WINED3DSIH_MAX: instruction = "MAX"; break;
1800 case WINED3DSIH_MIN: instruction = "MIN"; break;
1801 case WINED3DSIH_MOV: instruction = "MOV"; break;
1802 case WINED3DSIH_MUL: instruction = "MUL"; break;
1803 case WINED3DSIH_SGE: instruction = "SGE"; break;
1804 case WINED3DSIH_SLT: instruction = "SLT"; break;
1805 case WINED3DSIH_SUB: instruction = "SUB"; break;
1806 case WINED3DSIH_MOVA:instruction = "ARR"; break;
1807 case WINED3DSIH_DSX: instruction = "DDX"; break;
1808 default: instruction = "";
1809 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
1810 break;
1813 /* Note that shader_arb_add_dst_param() adds spaces. */
1814 arguments[0] = '\0';
1815 shader_arb_get_dst_param(ins, dst, dst_str);
1816 for (i = 0; i < ins->src_count; ++i)
1818 char operand[100];
1819 strcat(arguments, ", ");
1820 shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1821 strcat(arguments, operand);
1823 shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1826 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1828 static DWORD shader_arb_select_component(DWORD swizzle, DWORD component)
1830 return ((swizzle >> 2 * component) & 0x3) * 0x55;
1833 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1835 const struct wined3d_shader *shader = ins->ctx->shader;
1836 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1837 BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1838 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1839 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1840 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1841 const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1843 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1844 char src0_param[256];
1846 if (ins->handler_idx == WINED3DSIH_MOVA)
1848 const struct arb_vshader_private *shader_data = shader->backend_data;
1849 char write_mask[6];
1850 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1852 if(ctx->target_version >= NV2) {
1853 shader_hw_map2gl(ins);
1854 return;
1856 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1857 shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1859 /* This implements the mova formula used in GLSL. The first two instructions
1860 * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1861 * in this case:
1862 * mova A0.x, 0.0
1864 * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1866 * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1867 * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1869 shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1870 shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1872 shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1873 shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1874 shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1875 if (shader_data->rel_offset)
1877 shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1879 shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1881 ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1883 else if (reg_maps->shader_version.major == 1
1884 && !shader_is_pshader_version(reg_maps->shader_version.type)
1885 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1887 const struct arb_vshader_private *shader_data = shader->backend_data;
1888 src0_param[0] = '\0';
1890 if (shader_data->rel_offset && ctx->target_version == ARB)
1892 const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1893 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1894 shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1895 shader_addline(buffer, "ARL A0.x, TA.x;\n");
1897 else
1899 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1900 * with more than one component. Thus replicate the first source argument over all
1901 * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1902 struct wined3d_shader_src_param tmp_src = ins->src[0];
1903 tmp_src.swizzle = shader_arb_select_component(tmp_src.swizzle, 0);
1904 shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1905 shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1908 else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1910 if (ctx->ps_post_process && shader->u.ps.color0_mov)
1912 shader_addline(buffer, "#mov handled in srgb write or fog code\n");
1913 return;
1915 shader_hw_map2gl(ins);
1917 else
1919 shader_hw_map2gl(ins);
1923 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1925 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1926 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
1927 char reg_dest[40];
1929 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1930 * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1932 shader_arb_get_dst_param(ins, dst, reg_dest);
1934 if (ins->ctx->reg_maps->shader_version.major >= 2)
1936 const char *kilsrc = "TA";
1937 BOOL is_color;
1939 shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1940 if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1942 kilsrc = reg_dest;
1944 else
1946 /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1947 * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1948 * masked out components to 0(won't kill)
1950 char x = '0', y = '0', z = '0', w = '0';
1951 if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1952 if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1953 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1954 if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1955 shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1957 shader_addline(buffer, "KIL %s;\n", kilsrc);
1959 else
1961 /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1962 * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1964 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1965 * or pass in any temporary register(in shader phase 2)
1967 if (ins->ctx->reg_maps->shader_version.minor <= 3)
1968 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1969 else
1970 shader_arb_get_dst_param(ins, dst, reg_dest);
1971 shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1972 shader_addline(buffer, "KIL TA;\n");
1976 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1978 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1979 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1980 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1981 ins->ctx->reg_maps->shader_version.minor);
1982 struct wined3d_shader_src_param src;
1984 char reg_dest[40];
1985 char reg_coord[40];
1986 DWORD reg_sampler_code;
1987 WORD myflags = 0;
1988 BOOL swizzle_coord = FALSE;
1990 /* All versions have a destination register */
1991 shader_arb_get_dst_param(ins, dst, reg_dest);
1993 /* 1.0-1.4: Use destination register number as texture code.
1994 2.0+: Use provided sampler number as texture code. */
1995 if (shader_version < WINED3D_SHADER_VERSION(2,0))
1996 reg_sampler_code = dst->reg.idx[0].offset;
1997 else
1998 reg_sampler_code = ins->src[1].reg.idx[0].offset;
2000 /* 1.0-1.3: Use the texcoord varying.
2001 1.4+: Use provided coordinate source register. */
2002 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2003 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
2004 else {
2005 /* TEX is the only instruction that can handle DW and DZ natively */
2006 src = ins->src[0];
2007 if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
2008 if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
2009 shader_arb_get_src_param(ins, &src, 0, reg_coord);
2012 /* projection flag:
2013 * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
2014 * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
2015 * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
2017 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2019 DWORD flags = 0;
2020 if (reg_sampler_code < WINED3D_MAX_TEXTURES)
2021 flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2022 if (flags & WINED3D_PSARGS_PROJECTED)
2024 myflags |= TEX_PROJ;
2025 if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
2026 swizzle_coord = TRUE;
2029 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2031 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
2032 if (src_mod == WINED3DSPSM_DZ)
2034 swizzle_coord = TRUE;
2035 myflags |= TEX_PROJ;
2036 } else if(src_mod == WINED3DSPSM_DW) {
2037 myflags |= TEX_PROJ;
2039 } else {
2040 if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2041 if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2044 if (swizzle_coord)
2046 /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2047 * reg_coord is a read-only varying register, so we need a temp reg */
2048 shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2049 strcpy(reg_coord, "TA");
2052 shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2055 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2057 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2058 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2059 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2060 ins->ctx->reg_maps->shader_version.minor);
2061 char dst_str[50];
2063 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2065 DWORD reg = dst->reg.idx[0].offset;
2067 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2068 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2069 } else {
2070 char reg_src[40];
2072 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2073 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2074 shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2078 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2080 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2081 DWORD flags = 0;
2083 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2084 char dst_str[50];
2085 char src_str[50];
2087 /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2088 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2089 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2090 /* Move .x first in case src_str is "TA" */
2091 shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2092 shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2093 if (reg1 < WINED3D_MAX_TEXTURES)
2095 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2096 flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2098 shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2101 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2103 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2105 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2106 char dst_str[50];
2107 char src_str[50];
2109 /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2110 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2111 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2112 shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2113 shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2114 shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2117 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2119 DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2120 char dst_str[50];
2121 char src_str[50];
2123 /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2124 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2125 shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2126 shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2129 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2131 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2132 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2133 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2134 char reg_coord[40], dst_reg[50], src_reg[50];
2135 DWORD reg_dest_code;
2137 /* All versions have a destination register. The Tx where the texture coordinates come
2138 * from is the varying incarnation of the texture register
2140 reg_dest_code = dst->reg.idx[0].offset;
2141 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2142 shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2143 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2145 /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2146 * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2148 * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2149 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2151 * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2152 * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2153 * extension.
2155 shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2156 shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2157 shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2158 shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2160 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2161 * so we can't let the GL handle this.
2163 if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2164 & WINED3D_PSARGS_PROJECTED)
2166 shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2167 shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2168 shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2169 } else {
2170 shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2173 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2175 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2177 /* No src swizzles are allowed, so this is ok */
2178 shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2179 src_reg, reg_dest_code, reg_dest_code);
2180 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2184 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2186 DWORD reg = ins->dst[0].reg.idx[0].offset;
2187 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2188 char src0_name[50], dst_name[50];
2189 BOOL is_color;
2190 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2192 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2193 /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2194 * T<reg+1> register. Use this register to store the calculated vector
2196 tmp_reg.idx[0].offset = reg + 1;
2197 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2198 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2201 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2203 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2204 DWORD flags;
2205 DWORD reg = ins->dst[0].reg.idx[0].offset;
2206 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2207 char dst_str[50];
2208 char src0_name[50];
2209 char dst_reg[50];
2210 BOOL is_color;
2212 /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2213 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2215 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2216 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2217 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2218 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2219 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2222 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2224 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2225 DWORD reg = ins->dst[0].reg.idx[0].offset;
2226 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2227 char src0_name[50], dst_name[50];
2228 struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2229 BOOL is_color;
2231 /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2232 * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2233 * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2235 tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2236 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2238 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2239 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2240 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2241 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2244 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2246 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2247 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2248 DWORD flags;
2249 DWORD reg = ins->dst[0].reg.idx[0].offset;
2250 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2251 char dst_str[50];
2252 char src0_name[50], dst_name[50];
2253 BOOL is_color;
2255 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2256 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2257 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2259 /* Sample the texture using the calculated coordinates */
2260 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2261 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2262 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2263 tex_mx->current_row = 0;
2266 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2268 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2269 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2270 DWORD flags;
2271 DWORD reg = ins->dst[0].reg.idx[0].offset;
2272 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2273 char dst_str[50];
2274 char src0_name[50];
2275 char dst_reg[50];
2276 BOOL is_color;
2278 /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2279 * components for temporary data storage
2281 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2282 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2283 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2285 /* Construct the eye-ray vector from w coordinates */
2286 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2287 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2288 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2290 /* Calculate reflection vector
2292 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2293 /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2294 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2295 shader_addline(buffer, "RCP TB.w, TB.w;\n");
2296 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2297 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2298 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2300 /* Sample the texture using the calculated coordinates */
2301 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2302 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2303 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2304 tex_mx->current_row = 0;
2307 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2309 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2310 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2311 DWORD flags;
2312 DWORD reg = ins->dst[0].reg.idx[0].offset;
2313 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2314 char dst_str[50];
2315 char src0_name[50];
2316 char src1_name[50];
2317 char dst_reg[50];
2318 BOOL is_color;
2320 shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2321 shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2322 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2323 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2324 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2326 /* Calculate reflection vector.
2328 * dot(N, E)
2329 * dst_reg.xyz = 2 * --------- * N - E
2330 * dot(N, N)
2332 * Which normalizes the normal vector
2334 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2335 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2336 shader_addline(buffer, "RCP TC.w, TC.w;\n");
2337 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2338 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2339 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2341 /* Sample the texture using the calculated coordinates */
2342 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2343 flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2344 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2345 tex_mx->current_row = 0;
2348 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2350 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2351 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2352 char dst_name[50];
2353 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2354 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2356 /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2357 * which is essentially an input, is the destination register because it is the first
2358 * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2359 * here(writemasks/swizzles are not valid on texdepth)
2361 shader_arb_get_dst_param(ins, dst, dst_name);
2363 /* According to the msdn, the source register(must be r5) is unusable after
2364 * the texdepth instruction, so we're free to modify it
2366 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2368 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2369 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2370 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2372 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2373 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2374 shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2375 shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2378 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2379 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2380 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2381 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2383 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2384 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2385 char src0[50];
2386 char dst_str[50];
2388 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2389 shader_addline(buffer, "MOV TB, 0.0;\n");
2390 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2392 shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2393 shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2396 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2397 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2398 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2400 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2401 char src0[50];
2402 char dst_str[50];
2403 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2405 /* Handle output register */
2406 shader_arb_get_dst_param(ins, dst, dst_str);
2407 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2408 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2411 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2412 * Perform the 3rd row of a 3x3 matrix multiply */
2413 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2415 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2416 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2417 char dst_str[50], dst_name[50];
2418 char src0[50];
2419 BOOL is_color;
2421 shader_arb_get_dst_param(ins, dst, dst_str);
2422 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2423 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2424 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2425 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2428 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2429 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2430 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2431 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2433 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2435 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2436 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2437 char src0[50], dst_name[50];
2438 BOOL is_color;
2439 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2440 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2442 shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2443 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2444 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2446 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2447 * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2448 * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2450 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2451 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2452 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2453 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2456 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2457 Vertex/Pixel shaders to ARB_vertex_program codes */
2458 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2460 int i;
2461 int nComponents = 0;
2462 struct wined3d_shader_dst_param tmp_dst = {{0}};
2463 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2464 struct wined3d_shader_instruction tmp_ins;
2466 memset(&tmp_ins, 0, sizeof(tmp_ins));
2468 /* Set constants for the temporary argument */
2469 tmp_ins.ctx = ins->ctx;
2470 tmp_ins.dst_count = 1;
2471 tmp_ins.dst = &tmp_dst;
2472 tmp_ins.src_count = 2;
2473 tmp_ins.src = tmp_src;
2475 switch(ins->handler_idx)
2477 case WINED3DSIH_M4x4:
2478 nComponents = 4;
2479 tmp_ins.handler_idx = WINED3DSIH_DP4;
2480 break;
2481 case WINED3DSIH_M4x3:
2482 nComponents = 3;
2483 tmp_ins.handler_idx = WINED3DSIH_DP4;
2484 break;
2485 case WINED3DSIH_M3x4:
2486 nComponents = 4;
2487 tmp_ins.handler_idx = WINED3DSIH_DP3;
2488 break;
2489 case WINED3DSIH_M3x3:
2490 nComponents = 3;
2491 tmp_ins.handler_idx = WINED3DSIH_DP3;
2492 break;
2493 case WINED3DSIH_M3x2:
2494 nComponents = 2;
2495 tmp_ins.handler_idx = WINED3DSIH_DP3;
2496 break;
2497 default:
2498 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2499 break;
2502 tmp_dst = ins->dst[0];
2503 tmp_src[0] = ins->src[0];
2504 tmp_src[1] = ins->src[1];
2505 for (i = 0; i < nComponents; ++i)
2507 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2508 shader_hw_map2gl(&tmp_ins);
2509 ++tmp_src[1].reg.idx[0].offset;
2513 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2515 *need_abs = FALSE;
2517 switch(mod)
2519 case WINED3DSPSM_NONE: return WINED3DSPSM_ABS;
2520 case WINED3DSPSM_NEG: return WINED3DSPSM_ABS;
2521 case WINED3DSPSM_BIAS: *need_abs = TRUE; return WINED3DSPSM_BIAS;
2522 case WINED3DSPSM_BIASNEG: *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2523 case WINED3DSPSM_SIGN: *need_abs = TRUE; return WINED3DSPSM_SIGN;
2524 case WINED3DSPSM_SIGNNEG: *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2525 case WINED3DSPSM_COMP: *need_abs = TRUE; return WINED3DSPSM_COMP;
2526 case WINED3DSPSM_X2: *need_abs = TRUE; return WINED3DSPSM_X2;
2527 case WINED3DSPSM_X2NEG: *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2528 case WINED3DSPSM_DZ: *need_abs = TRUE; return WINED3DSPSM_DZ;
2529 case WINED3DSPSM_DW: *need_abs = TRUE; return WINED3DSPSM_DW;
2530 case WINED3DSPSM_ABS: return WINED3DSPSM_ABS;
2531 case WINED3DSPSM_ABSNEG: return WINED3DSPSM_ABS;
2533 FIXME("Unknown modifier %u\n", mod);
2534 return mod;
2537 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2539 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2540 const char *instruction;
2541 struct wined3d_shader_src_param src0_copy = ins->src[0];
2542 BOOL need_abs = FALSE;
2544 char dst[50];
2545 char src[50];
2547 switch(ins->handler_idx)
2549 case WINED3DSIH_RSQ: instruction = "RSQ"; break;
2550 case WINED3DSIH_RCP: instruction = "RCP"; break;
2551 case WINED3DSIH_EXPP:
2552 if (ins->ctx->reg_maps->shader_version.major < 2)
2554 instruction = "EXP";
2555 break;
2557 /* Drop through. */
2558 case WINED3DSIH_EXP:
2559 instruction = "EX2";
2560 break;
2561 case WINED3DSIH_LOG:
2562 case WINED3DSIH_LOGP:
2563 /* The precision requirements suggest that LOGP matches ARBvp's LOG
2564 * instruction, but notice that the output of those instructions is
2565 * different. */
2566 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2567 instruction = "LG2";
2568 break;
2569 default: instruction = "";
2570 FIXME("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
2571 break;
2574 /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2575 * .w is used. */
2576 src0_copy.swizzle = shader_arb_select_component(src0_copy.swizzle, 3);
2578 shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2579 shader_arb_get_src_param(ins, &src0_copy, 0, src);
2581 if(need_abs)
2583 shader_addline(buffer, "ABS TA.w, %s;\n", src);
2584 shader_addline(buffer, "%s%s %s, TA.w;\n", instruction, shader_arb_get_modifier(ins), dst);
2586 else
2588 shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2593 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2595 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2596 char dst_name[50];
2597 char src_name[50];
2598 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2599 BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2600 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2602 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2603 shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2605 /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2606 * otherwise NRM or RSQ would return NaN */
2607 if(pshader && priv->target_version >= NV3)
2609 /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2611 * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2613 shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2614 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2615 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2617 else if(priv->target_version >= NV2)
2619 shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2620 shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2621 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2622 src_name);
2624 else
2626 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2628 shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2629 /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2630 * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2632 shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2633 shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2635 shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2636 /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2637 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2638 src_name);
2642 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2644 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2645 char dst_name[50];
2646 char src_name[3][50];
2648 /* ARB_fragment_program has a convenient LRP instruction */
2649 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2650 shader_hw_map2gl(ins);
2651 return;
2654 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2655 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2656 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2657 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2659 shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2660 shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2661 dst_name, src_name[0], src_name[2]);
2664 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2666 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2667 * must contain fixed constants. So we need a separate function to filter those constants and
2668 * can't use map2gl
2670 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2671 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2672 const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2673 char dst_name[50];
2674 char src_name0[50], src_name1[50], src_name2[50];
2675 BOOL is_color;
2677 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2678 if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2679 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2680 /* No modifiers are supported on SCS */
2681 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2683 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2685 shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2686 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2688 } else if(priv->target_version >= NV2) {
2689 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2691 /* Sincos writemask must be .x, .y or .xy */
2692 if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2693 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2694 if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2695 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2696 } else {
2697 /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2698 * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2700 * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2701 * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2703 * The constants we get are:
2705 * +1 +1, -1 -1 +1 +1 -1 -1
2706 * ---- , ---- , ---- , ----- , ----- , ----- , ------
2707 * 1!*2 2!*4 3!*8 4!*16 5!*32 6!*64 7!*128
2709 * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2711 * (x/2)^2 = x^2 / 4
2712 * (x/2)^3 = x^3 / 8
2713 * (x/2)^4 = x^4 / 16
2714 * (x/2)^5 = x^5 / 32
2715 * etc
2717 * To get the final result:
2718 * sin(x) = 2 * sin(x/2) * cos(x/2)
2719 * cos(x) = cos(x/2)^2 - sin(x/2)^2
2720 * (from sin(x+y) and cos(x+y) rules)
2722 * As per MSDN, dst.z is undefined after the operation, and so is
2723 * dst.x and dst.y if they're masked out by the writemask. Ie
2724 * sincos dst.y, src1, c0, c1
2725 * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2726 * vsa.exe also stops with an error if the dest register is the same register as the source
2727 * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2728 * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2730 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2731 shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2732 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2734 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2735 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2736 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2737 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2738 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2739 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2741 /* sin(x/2)
2743 * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2744 * properly merge that with MULs in the code above?
2745 * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2746 * we can merge the sine and cosine MAD rows to calculate them together.
2748 shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2749 shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2750 shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2751 shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2753 /* cos(x/2) */
2754 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2755 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2756 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2758 if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2759 /* cos x */
2760 shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2761 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2763 if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2764 /* sin x */
2765 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2766 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2771 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2773 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2774 char dst_name[50];
2775 char src_name[50];
2776 struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2778 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2779 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2781 /* SGN is only valid in vertex shaders */
2782 if(ctx->target_version >= NV2) {
2783 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2784 return;
2787 /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2788 * if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
2790 if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2791 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2792 } else {
2793 /* src contains TA? Write to the dest first. This won't overwrite our destination.
2794 * Then use TA, and calculate the final result
2796 * Not reading from TA? Store the first result in TA to avoid overwriting the
2797 * destination if src reg = dst reg
2799 if(strstr(src_name, "TA"))
2801 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2802 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2803 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2805 else
2807 shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2808 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2809 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2814 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2816 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2817 char src[50];
2818 char dst[50];
2819 char dst_name[50];
2820 BOOL is_color;
2822 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2823 shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2824 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2826 shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2827 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2830 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2832 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2833 char src0[50], src1[50], dst[50];
2834 struct wined3d_shader_src_param src0_copy = ins->src[0];
2835 BOOL need_abs = FALSE;
2836 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2837 const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2839 /* POW operates on the absolute value of the input */
2840 src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2842 shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2843 shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2844 shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2846 if (need_abs)
2847 shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2848 else
2849 shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2851 if (priv->target_version >= NV2)
2853 shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2854 shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2855 shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2857 else
2859 const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2860 const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2862 shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2863 shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2864 /* Possibly add flt_eps to avoid getting float special values */
2865 shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2866 shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2867 shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2868 shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2872 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2874 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2875 char src_name[50];
2876 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2878 /* src0 is aL */
2879 shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2881 if(vshader)
2883 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2884 struct list *e = list_head(&priv->control_frames);
2885 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2887 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2888 /* The constant loader makes sure to load -1 into iX.w */
2889 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2890 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2891 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2893 else
2895 shader_addline(buffer, "LOOP %s;\n", src_name);
2899 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2901 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2902 char src_name[50];
2903 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2905 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2907 /* The constant loader makes sure to load -1 into iX.w */
2908 if(vshader)
2910 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2911 struct list *e = list_head(&priv->control_frames);
2912 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2914 if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2916 shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2917 shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2918 shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2920 else
2922 shader_addline(buffer, "REP %s;\n", src_name);
2926 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2928 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2929 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2931 if(vshader)
2933 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2934 struct list *e = list_head(&priv->control_frames);
2935 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2937 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2938 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2939 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2941 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2943 else
2945 shader_addline(buffer, "ENDLOOP;\n");
2949 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2951 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2952 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2954 if(vshader)
2956 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2957 struct list *e = list_head(&priv->control_frames);
2958 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2960 shader_addline(buffer, "ARAC aL.xy, aL;\n");
2961 shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2962 shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2964 if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2966 else
2968 shader_addline(buffer, "ENDREP;\n");
2972 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2974 struct control_frame *control_frame;
2976 LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2978 if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2980 ERR("Could not find loop for break\n");
2981 return NULL;
2984 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2986 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2987 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2988 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2990 if(vshader)
2992 shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2994 else
2996 shader_addline(buffer, "BRK;\n");
3000 static const char *get_compare(enum wined3d_shader_rel_op op)
3002 switch (op)
3004 case WINED3D_SHADER_REL_OP_GT: return "GT";
3005 case WINED3D_SHADER_REL_OP_EQ: return "EQ";
3006 case WINED3D_SHADER_REL_OP_GE: return "GE";
3007 case WINED3D_SHADER_REL_OP_LT: return "LT";
3008 case WINED3D_SHADER_REL_OP_NE: return "NE";
3009 case WINED3D_SHADER_REL_OP_LE: return "LE";
3010 default:
3011 FIXME("Unrecognized operator %#x.\n", op);
3012 return "(\?\?)";
3016 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3018 switch (op)
3020 case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3021 case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3022 case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3023 case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3024 case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3025 case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3026 default:
3027 FIXME("Unrecognized operator %#x.\n", op);
3028 return -1;
3032 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3034 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3035 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3036 const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3037 char src_name0[50];
3038 char src_name1[50];
3039 const char *comp = get_compare(ins->flags);
3041 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3042 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3044 if(vshader)
3046 /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3047 * away the subtraction result
3049 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3050 shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3052 else
3054 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3055 shader_addline(buffer, "BRK (%s.x);\n", comp);
3059 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3061 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3062 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3063 struct list *e = list_head(&priv->control_frames);
3064 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3065 const char *comp;
3066 char src_name0[50];
3067 char src_name1[50];
3068 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3070 shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3071 shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3073 if(vshader)
3075 /* Invert the flag. We jump to the else label if the condition is NOT true */
3076 comp = get_compare(invert_compare(ins->flags));
3077 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3078 shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3080 else
3082 comp = get_compare(ins->flags);
3083 shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3084 shader_addline(buffer, "IF %s.x;\n", comp);
3088 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3090 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3091 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3092 struct list *e = list_head(&priv->control_frames);
3093 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3094 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3096 if(vshader)
3098 shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3099 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3100 control_frame->had_else = TRUE;
3102 else
3104 shader_addline(buffer, "ELSE;\n");
3108 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3110 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3111 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3112 struct list *e = list_head(&priv->control_frames);
3113 struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3114 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3116 if(vshader)
3118 if(control_frame->had_else)
3120 shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3122 else
3124 shader_addline(buffer, "#No else branch. else is endif\n");
3125 shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3128 else
3130 shader_addline(buffer, "ENDIF;\n");
3134 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3136 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3137 char reg_dest[40];
3138 char reg_src[3][40];
3139 WORD flags = TEX_DERIV;
3141 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3142 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3143 shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3144 shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3146 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3147 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3149 shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3152 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3154 DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3155 char reg_dest[40];
3156 char reg_coord[40];
3157 WORD flags = TEX_LOD;
3159 shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3160 shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3162 if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3163 if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3165 shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3168 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3170 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3171 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3173 priv->in_main_func = FALSE;
3174 /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3175 * subroutine, don't generate a label that will make GL complain
3177 if(priv->target_version == ARB) return;
3179 shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3182 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3183 const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3184 const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3185 struct wined3d_string_buffer *buffer)
3187 unsigned int i;
3189 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3190 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3191 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3192 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3194 if (args->super.fog_src == VS_FOG_Z)
3196 shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3198 else
3200 if (!reg_maps->fog)
3202 /* posFixup.x is always 1.0, so we can safely use it */
3203 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3205 else
3207 /* Clamp fogcoord */
3208 const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3209 const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3211 shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3212 shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3216 /* Clipplanes are always stored without y inversion */
3217 if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3219 if (args->super.clip_enabled)
3221 for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3223 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3227 else if (args->clip.boolclip.clip_texcoord)
3229 static const char component[4] = {'x', 'y', 'z', 'w'};
3230 unsigned int cur_clip = 0;
3231 const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3233 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3235 if (args->clip.boolclip.clipplane_mask & (1u << i))
3237 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3238 component[cur_clip++], i);
3241 switch (cur_clip)
3243 case 0:
3244 shader_addline(buffer, "MOV TA, %s;\n", zero);
3245 break;
3246 case 1:
3247 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3248 break;
3249 case 2:
3250 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3251 break;
3252 case 3:
3253 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3254 break;
3256 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3257 args->clip.boolclip.clip_texcoord - 1);
3260 /* Write the final position.
3262 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3263 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3264 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3265 * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3267 if (!gl_info->supported[ARB_CLIP_CONTROL])
3269 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3270 shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3271 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3273 /* Z coord [0;1]->[-1;1] mapping, see comment in
3274 * get_projection_matrix() in utils.c. */
3275 if (need_helper_const(shader_data, reg_maps, gl_info))
3277 const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3278 shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3280 else
3282 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3283 shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3287 shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3289 priv_ctx->footer_written = TRUE;
3292 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3294 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3295 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3296 const struct wined3d_shader *shader = ins->ctx->shader;
3297 BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3299 if(priv->target_version == ARB) return;
3301 if(vshader)
3303 if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3304 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3307 shader_addline(buffer, "RET;\n");
3310 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3312 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3313 shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3316 static BOOL shader_arb_compile(const struct wined3d_gl_info *gl_info, GLenum target, const char *src)
3318 const char *ptr, *line;
3319 GLint native, pos;
3321 if (TRACE_ON(d3d_shader))
3323 ptr = src;
3324 while ((line = get_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3327 GL_EXTCALL(glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(src), src));
3328 checkGLcall("glProgramStringARB()");
3330 if (FIXME_ON(d3d_shader))
3332 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3333 if (pos != -1)
3335 FIXME_(d3d_shader)("Program error at position %d: %s\n\n", pos,
3336 debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3337 ptr = src;
3338 while ((line = get_line(&ptr))) FIXME_(d3d_shader)(" %.*s", (int)(ptr - line), line);
3339 FIXME_(d3d_shader)("\n");
3341 return FALSE;
3345 if (WARN_ON(d3d_perf))
3347 GL_EXTCALL(glGetProgramivARB(target, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3348 checkGLcall("glGetProgramivARB()");
3349 if (!native)
3350 WARN_(d3d_perf)("Program exceeds native resource limits.\n");
3353 return TRUE;
3356 static void arbfp_add_sRGB_correction(struct wined3d_string_buffer *buffer, const char *fragcolor,
3357 const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3359 /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3361 if(condcode)
3363 /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3364 shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.x;\n", tmp1, fragcolor);
3365 /* Calculate the > 0.0031308 case */
3366 shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts0.x;\n", fragcolor, fragcolor);
3367 shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts0.x;\n", fragcolor, fragcolor);
3368 shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts0.x;\n", fragcolor, fragcolor);
3369 shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts0.y;\n", fragcolor, fragcolor);
3370 shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts0.z;\n", fragcolor, fragcolor);
3371 /* Calculate the < case */
3372 shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts0.w, %s;\n", fragcolor, fragcolor);
3374 else
3376 /* Calculate the > 0.0031308 case */
3377 shader_addline(buffer, "POW %s.x, %s.x, srgb_consts0.x;\n", tmp1, fragcolor);
3378 shader_addline(buffer, "POW %s.y, %s.y, srgb_consts0.x;\n", tmp1, fragcolor);
3379 shader_addline(buffer, "POW %s.z, %s.z, srgb_consts0.x;\n", tmp1, fragcolor);
3380 shader_addline(buffer, "MUL %s, %s, srgb_consts0.y;\n", tmp1, tmp1);
3381 shader_addline(buffer, "SUB %s, %s, srgb_consts0.z;\n", tmp1, tmp1);
3382 /* Calculate the < case */
3383 shader_addline(buffer, "MUL %s, srgb_consts0.w, %s;\n", tmp2, fragcolor);
3384 /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3385 shader_addline(buffer, "SLT %s, srgb_consts1.x, %s;\n", tmp3, fragcolor);
3386 shader_addline(buffer, "SGE %s, srgb_consts1.x, %s;\n", tmp4, fragcolor);
3387 /* Store the components > 0.0031308 in the destination */
3388 shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3389 /* Add the components that are < 0.0031308 */
3390 shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3391 /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3392 * result.color writes(.rgb first, then .a), or handle overwriting already written
3393 * components. The assembler uses a temporary register in this case, which is usually
3394 * not allocated from one of our registers that were used earlier.
3397 /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3400 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3402 const struct wined3d_shader_lconst *constant;
3404 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3406 if (constant->idx == idx)
3408 return constant->value;
3411 return NULL;
3414 static void init_ps_input(const struct wined3d_shader *shader,
3415 const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3417 static const char * const texcoords[8] =
3419 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3420 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3422 unsigned int i;
3423 const struct wined3d_shader_signature_element *input;
3424 const char *semantic_name;
3425 DWORD semantic_idx;
3427 if (args->super.vp_mode == WINED3D_VP_MODE_SHADER)
3429 /* That one is easy. The vertex shaders provide v0-v7 in
3430 * fragment.texcoord and v8 and v9 in fragment.color. */
3431 for (i = 0; i < 8; ++i)
3433 priv->ps_input[i] = texcoords[i];
3435 priv->ps_input[8] = "fragment.color.primary";
3436 priv->ps_input[9] = "fragment.color.secondary";
3437 return;
3440 /* The fragment shader has to collect the varyings on its own. In any case
3441 * properly load color0 and color1. In the case of pre-transformed
3442 * vertices also load texture coordinates. Set other attributes to 0.0.
3444 * For fixed-function this behavior is correct, according to the tests.
3445 * For pre-transformed we'd either need a replacement shader that can load
3446 * other attributes like BINORMAL, or load the texture coordinate
3447 * attribute pointers to match the fragment shader signature. */
3448 for (i = 0; i < shader->input_signature.element_count; ++i)
3450 input = &shader->input_signature.elements[i];
3451 if (!(semantic_name = input->semantic_name))
3452 continue;
3453 semantic_idx = input->semantic_idx;
3455 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3457 if (!semantic_idx)
3458 priv->ps_input[input->register_idx] = "fragment.color.primary";
3459 else if (semantic_idx == 1)
3460 priv->ps_input[input->register_idx] = "fragment.color.secondary";
3461 else
3462 priv->ps_input[input->register_idx] = "0.0";
3464 else if (args->super.vp_mode == WINED3D_VP_MODE_FF)
3466 priv->ps_input[input->register_idx] = "0.0";
3468 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3470 if (semantic_idx < 8)
3471 priv->ps_input[input->register_idx] = texcoords[semantic_idx];
3472 else
3473 priv->ps_input[input->register_idx] = "0.0";
3475 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3477 if (!semantic_idx)
3478 priv->ps_input[input->register_idx] = "fragment.fogcoord";
3479 else
3480 priv->ps_input[input->register_idx] = "0.0";
3482 else
3484 priv->ps_input[input->register_idx] = "0.0";
3487 TRACE("v%u, semantic %s%u is %s\n", input->register_idx,
3488 semantic_name, semantic_idx, priv->ps_input[input->register_idx]);
3492 static void arbfp_add_linear_fog(struct wined3d_string_buffer *buffer,
3493 const char *fragcolor, const char *tmp)
3495 shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
3496 shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
3497 shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
3500 /* Context activation is done by the caller. */
3501 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3502 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
3503 const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3505 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3506 GLuint retval;
3507 char fragcolor[16];
3508 DWORD next_local = 0;
3509 struct shader_arb_ctx_priv priv_ctx;
3510 BOOL dcl_td = FALSE;
3511 BOOL want_nv_prog = FALSE;
3512 struct arb_pshader_private *shader_priv = shader->backend_data;
3513 DWORD map;
3514 BOOL custom_linear_fog = FALSE;
3516 char srgbtmp[4][4];
3517 char ftoa_tmp[17];
3518 unsigned int i, found = 0;
3520 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3522 if (!(map & 1)
3523 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3524 || (reg_maps->shader_version.major < 2 && !i))
3525 continue;
3527 sprintf(srgbtmp[found], "R%u", i);
3528 ++found;
3529 if (found == 4) break;
3532 switch(found) {
3533 case 0:
3534 sprintf(srgbtmp[0], "TA");
3535 sprintf(srgbtmp[1], "TB");
3536 sprintf(srgbtmp[2], "TC");
3537 sprintf(srgbtmp[3], "TD");
3538 dcl_td = TRUE;
3539 break;
3540 case 1:
3541 sprintf(srgbtmp[1], "TA");
3542 sprintf(srgbtmp[2], "TB");
3543 sprintf(srgbtmp[3], "TC");
3544 break;
3545 case 2:
3546 sprintf(srgbtmp[2], "TA");
3547 sprintf(srgbtmp[3], "TB");
3548 break;
3549 case 3:
3550 sprintf(srgbtmp[3], "TA");
3551 break;
3552 case 4:
3553 break;
3556 /* Create the hw ARB shader */
3557 memset(&priv_ctx, 0, sizeof(priv_ctx));
3558 priv_ctx.cur_ps_args = args;
3559 priv_ctx.compiled_fprog = compiled;
3560 priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3561 init_ps_input(shader, args, &priv_ctx);
3562 list_init(&priv_ctx.control_frames);
3563 priv_ctx.ps_post_process = args->super.srgb_correction;
3565 /* Avoid enabling NV_fragment_program* if we do not need it.
3567 * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3568 * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3569 * is faster than what we gain from using higher native instructions. There are some things though
3570 * that cannot be emulated. In that case enable the extensions.
3571 * If the extension is enabled, instruction handlers that support both ways will use it.
3573 * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3574 * So enable the best we can get.
3576 if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3577 reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3579 want_nv_prog = TRUE;
3582 shader_addline(buffer, "!!ARBfp1.0\n");
3583 if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3585 shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3586 priv_ctx.target_version = NV3;
3588 else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3590 shader_addline(buffer, "OPTION NV_fragment_program;\n");
3591 priv_ctx.target_version = NV2;
3592 } else {
3593 if(want_nv_prog)
3595 /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3596 * limits properly
3598 ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3599 ERR("Try GLSL\n");
3601 priv_ctx.target_version = ARB;
3604 if (reg_maps->rt_mask > 1)
3606 shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3609 if (reg_maps->shader_version.major < 3)
3611 switch (args->super.fog)
3613 case WINED3D_FFP_PS_FOG_OFF:
3614 break;
3615 case WINED3D_FFP_PS_FOG_LINEAR:
3616 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
3618 custom_linear_fog = TRUE;
3619 priv_ctx.ps_post_process = TRUE;
3620 break;
3622 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3623 break;
3624 case WINED3D_FFP_PS_FOG_EXP:
3625 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3626 break;
3627 case WINED3D_FFP_PS_FOG_EXP2:
3628 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3629 break;
3633 /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3634 * unused temps away(but occupies them for the whole shader if they're used once). Always
3635 * declaring them avoids tricky bookkeeping work
3637 shader_addline(buffer, "TEMP TA;\n"); /* Used for modifiers */
3638 shader_addline(buffer, "TEMP TB;\n"); /* Used for modifiers */
3639 shader_addline(buffer, "TEMP TC;\n"); /* Used for modifiers */
3640 if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3641 shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3642 shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3643 wined3d_ftoa(eps, ftoa_tmp);
3644 shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n", ftoa_tmp);
3646 if (reg_maps->shader_version.major < 2)
3648 strcpy(fragcolor, "R0");
3650 else
3652 if (priv_ctx.ps_post_process)
3654 if (shader->u.ps.color0_mov)
3656 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3658 else
3660 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3661 strcpy(fragcolor, "TMP_COLOR");
3663 } else {
3664 strcpy(fragcolor, "result.color");
3668 if (args->super.srgb_correction)
3670 shader_addline(buffer, "PARAM srgb_consts0 = ");
3671 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const0);
3672 shader_addline(buffer, ";\n");
3673 shader_addline(buffer, "PARAM srgb_consts1 = ");
3674 shader_arb_append_imm_vec4(buffer, wined3d_srgb_const1);
3675 shader_addline(buffer, ";\n");
3678 /* Base Declarations */
3679 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3681 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3683 unsigned char bump_const;
3685 if (!(map & 1)) continue;
3687 bump_const = compiled->numbumpenvmatconsts;
3688 compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3689 compiled->bumpenvmatconst[bump_const].texunit = i;
3690 compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3691 compiled->luminanceconst[bump_const].texunit = i;
3693 /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3694 * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3695 * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3696 * textures due to conditional NP2 restrictions)
3698 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3699 * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3700 * their location is shader dependent anyway and they cannot be loaded globally.
3702 compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3703 shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3704 i, compiled->bumpenvmatconst[bump_const].const_num);
3705 compiled->numbumpenvmatconsts = bump_const + 1;
3707 if (!(reg_maps->luminanceparams & (1u << i)))
3708 continue;
3710 compiled->luminanceconst[bump_const].const_num = next_local++;
3711 shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3712 i, compiled->luminanceconst[bump_const].const_num);
3715 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
3717 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3718 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
3720 const DWORD *control_values = find_loop_control_values(shader, i);
3722 if(control_values)
3724 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3725 control_values[0], control_values[1], control_values[2]);
3727 else
3729 compiled->int_consts[i] = next_local;
3730 compiled->num_int_consts++;
3731 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3736 if(reg_maps->vpos || reg_maps->usesdsy)
3738 compiled->ycorrection = next_local;
3739 shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3741 if(reg_maps->vpos)
3743 shader_addline(buffer, "TEMP vpos;\n");
3744 /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3745 * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3746 * ycorrection.z: 1.0
3747 * ycorrection.w: 0.0
3749 shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3750 shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3753 else
3755 compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3758 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3759 * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3760 * at most 8 (WINED3D_MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3761 * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3762 * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3763 * shader compilation errors and the subsequent errors when drawing with this shader. */
3764 if (priv_ctx.cur_ps_args->super.np2_fixup) {
3765 unsigned char cur_fixup_sampler = 0;
3767 struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3768 const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3769 const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3771 fixup->offset = next_local;
3772 fixup->super.active = 0;
3774 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3776 if (!(map & (1u << i)))
3777 continue;
3779 if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts)
3781 fixup->super.active |= (1u << i);
3782 fixup->super.idx[i] = cur_fixup_sampler++;
3784 else
3786 FIXME("No free constant found to load NP2 fixup data into shader. "
3787 "Sampling from this texture will probably look wrong.\n");
3788 break;
3792 fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3793 if (fixup->super.num_consts) {
3794 shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3795 fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3799 if (shader_priv->clipplane_emulation != ~0U && args->clip)
3801 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3804 /* Base Shader Body */
3805 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
3806 return 0;
3808 if(args->super.srgb_correction) {
3809 arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3810 priv_ctx.target_version >= NV2);
3813 if (custom_linear_fog)
3814 arbfp_add_linear_fog(buffer, fragcolor, "TA");
3816 if(strcmp(fragcolor, "result.color")) {
3817 shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3819 shader_addline(buffer, "END\n");
3821 /* TODO: change to resource.glObjectHandle or something like that */
3822 GL_EXTCALL(glGenProgramsARB(1, &retval));
3824 TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3825 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3827 TRACE("Created hw pixel shader, prg=%d\n", retval);
3828 if (!shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer->buffer))
3829 return 0;
3831 return retval;
3834 static int compare_sig(const struct wined3d_shader_signature *sig1, const struct wined3d_shader_signature *sig2)
3836 unsigned int i;
3837 int ret;
3839 if (sig1->element_count != sig2->element_count)
3840 return sig1->element_count < sig2->element_count ? -1 : 1;
3842 for (i = 0; i < sig1->element_count; ++i)
3844 const struct wined3d_shader_signature_element *e1, *e2;
3846 e1 = &sig1->elements[i];
3847 e2 = &sig2->elements[i];
3849 if (!e1->semantic_name || !e2->semantic_name)
3851 /* Compare pointers, not contents. One string is NULL (element
3852 * does not exist), the other one is not NULL. */
3853 if (e1->semantic_name != e2->semantic_name)
3854 return e1->semantic_name < e2->semantic_name ? -1 : 1;
3855 continue;
3858 if ((ret = strcmp(e1->semantic_name, e2->semantic_name)))
3859 return ret;
3860 if (e1->semantic_idx != e2->semantic_idx)
3861 return e1->semantic_idx < e2->semantic_idx ? -1 : 1;
3862 if (e1->sysval_semantic != e2->sysval_semantic)
3863 return e1->sysval_semantic < e2->sysval_semantic ? -1 : 1;
3864 if (e1->component_type != e2->component_type)
3865 return e1->component_type < e2->component_type ? -1 : 1;
3866 if (e1->register_idx != e2->register_idx)
3867 return e1->register_idx < e2->register_idx ? -1 : 1;
3868 if (e1->mask != e2->mask)
3869 return e1->mask < e2->mask ? -1 : 1;
3871 return 0;
3874 static void clone_sig(struct wined3d_shader_signature *new, const struct wined3d_shader_signature *sig)
3876 unsigned int i;
3877 char *name;
3879 new->element_count = sig->element_count;
3880 new->elements = heap_calloc(new->element_count, sizeof(*new->elements));
3881 for (i = 0; i < sig->element_count; ++i)
3883 new->elements[i] = sig->elements[i];
3885 if (!new->elements[i].semantic_name)
3886 continue;
3888 /* Clone the semantic string */
3889 name = heap_alloc(strlen(sig->elements[i].semantic_name) + 1);
3890 strcpy(name, sig->elements[i].semantic_name);
3891 new->elements[i].semantic_name = name;
3895 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature *sig)
3897 struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3898 struct ps_signature *found_sig;
3900 if (entry)
3902 found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3903 TRACE("Found existing signature %u\n", found_sig->idx);
3904 return found_sig->idx;
3906 found_sig = heap_alloc_zero(sizeof(*found_sig));
3907 clone_sig(&found_sig->sig, sig);
3908 found_sig->idx = priv->ps_sig_number++;
3909 TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3910 if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3912 ERR("Failed to insert program entry.\n");
3914 return found_sig->idx;
3917 static void init_output_registers(const struct wined3d_shader *shader,
3918 const struct wined3d_shader_signature *ps_input_sig,
3919 struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3921 unsigned int i, j;
3922 static const char * const texcoords[8] =
3924 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3925 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3927 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3928 * and varying 9 to result.color.secondary
3930 static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3932 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3933 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3934 "result.color.primary", "result.color.secondary"
3937 if (!ps_input_sig)
3939 TRACE("Pixel shader uses builtin varyings\n");
3940 /* Map builtins to builtins */
3941 for(i = 0; i < 8; i++)
3943 priv_ctx->texcrd_output[i] = texcoords[i];
3945 priv_ctx->color_output[0] = "result.color.primary";
3946 priv_ctx->color_output[1] = "result.color.secondary";
3947 priv_ctx->fog_output = "TMP_FOGCOORD";
3949 /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3950 for (i = 0; i < shader->output_signature.element_count; ++i)
3952 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
3954 if (!output->semantic_name)
3955 continue;
3957 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION))
3959 TRACE("o%u is TMP_OUT\n", output->register_idx);
3960 if (!output->semantic_idx)
3961 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
3962 else
3963 priv_ctx->vs_output[output->register_idx] = "TA";
3965 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE))
3967 TRACE("o%u is result.pointsize\n", output->register_idx);
3968 if (!output->semantic_idx)
3969 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
3970 else
3971 priv_ctx->vs_output[output->register_idx] = "TA";
3973 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_COLOR))
3975 TRACE("o%u is result.color.?, idx %u\n", output->register_idx, output->semantic_idx);
3976 if (!output->semantic_idx)
3977 priv_ctx->vs_output[output->register_idx] = "result.color.primary";
3978 else if (output->semantic_idx == 1)
3979 priv_ctx->vs_output[output->register_idx] = "result.color.secondary";
3980 else priv_ctx->vs_output[output->register_idx] = "TA";
3982 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3984 TRACE("o%u is result.texcoord[%u]\n", output->register_idx, output->semantic_idx);
3985 if (output->semantic_idx >= 8)
3986 priv_ctx->vs_output[output->register_idx] = "TA";
3987 else
3988 priv_ctx->vs_output[output->register_idx] = texcoords[output->semantic_idx];
3990 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_FOG))
3992 TRACE("o%u is result.fogcoord\n", output->register_idx);
3993 if (output->semantic_idx > 0)
3994 priv_ctx->vs_output[output->register_idx] = "TA";
3995 else
3996 priv_ctx->vs_output[output->register_idx] = "result.fogcoord";
3998 else
4000 priv_ctx->vs_output[output->register_idx] = "TA";
4003 return;
4006 TRACE("Pixel shader uses declared varyings\n");
4008 /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4009 for(i = 0; i < 8; i++)
4011 priv_ctx->texcrd_output[i] = "TA";
4013 priv_ctx->color_output[0] = "TA";
4014 priv_ctx->color_output[1] = "TA";
4015 priv_ctx->fog_output = "TA";
4017 for (i = 0; i < ps_input_sig->element_count; ++i)
4019 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[i];
4021 if (!input->semantic_name)
4022 continue;
4024 /* If a declared input register is not written by builtin arguments, don't write to it.
4025 * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4027 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4028 * to TMP_OUT in any case
4030 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4032 if (input->semantic_idx < 8)
4033 priv_ctx->texcrd_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4035 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR))
4037 if (input->semantic_idx < 2)
4038 priv_ctx->color_output[input->semantic_idx] = decl_idx_to_string[input->register_idx];
4040 else if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_FOG))
4042 if (!input->semantic_idx)
4043 priv_ctx->fog_output = decl_idx_to_string[input->register_idx];
4045 else
4047 continue;
4050 if (!strcmp(decl_idx_to_string[input->register_idx], "result.color.primary")
4051 || !strcmp(decl_idx_to_string[input->register_idx], "result.color.secondary"))
4053 compiled->need_color_unclamp = TRUE;
4057 /* Map declared to declared */
4058 for (i = 0; i < shader->output_signature.element_count; ++i)
4060 const struct wined3d_shader_signature_element *output = &shader->output_signature.elements[i];
4062 /* Write unread output to TA to throw them away */
4063 priv_ctx->vs_output[output->register_idx] = "TA";
4065 if (!output->semantic_name)
4066 continue;
4068 if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_POSITION) && !output->semantic_idx)
4070 priv_ctx->vs_output[output->register_idx] = "TMP_OUT";
4071 continue;
4073 else if (shader_match_semantic(output->semantic_name, WINED3D_DECL_USAGE_PSIZE) && !output->semantic_idx)
4075 priv_ctx->vs_output[output->register_idx] = "result.pointsize";
4076 continue;
4079 for (j = 0; j < ps_input_sig->element_count; ++j)
4081 const struct wined3d_shader_signature_element *input = &ps_input_sig->elements[j];
4083 if (!input->semantic_name)
4084 continue;
4086 if (!strcmp(input->semantic_name, output->semantic_name)
4087 && input->semantic_idx == output->semantic_idx)
4089 priv_ctx->vs_output[output->register_idx] = decl_idx_to_string[input->register_idx];
4091 if (!strcmp(priv_ctx->vs_output[output->register_idx], "result.color.primary")
4092 || !strcmp(priv_ctx->vs_output[output->register_idx], "result.color.secondary"))
4094 compiled->need_color_unclamp = TRUE;
4101 /* Context activation is done by the caller. */
4102 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4103 const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer,
4104 const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
4105 const struct wined3d_shader_signature *ps_input_sig)
4107 const struct arb_vshader_private *shader_data = shader->backend_data;
4108 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4109 struct shader_arb_priv *priv = shader->device->shader_priv;
4110 GLuint ret;
4111 DWORD next_local = 0;
4112 struct shader_arb_ctx_priv priv_ctx;
4113 unsigned int i;
4115 memset(&priv_ctx, 0, sizeof(priv_ctx));
4116 priv_ctx.cur_vs_args = args;
4117 list_init(&priv_ctx.control_frames);
4118 init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
4120 /* Create the hw ARB shader */
4121 shader_addline(buffer, "!!ARBvp1.0\n");
4123 /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4124 * mesurable performance penalty, and we can always make use of it for clipplanes.
4126 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4128 shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4129 priv_ctx.target_version = NV3;
4130 shader_addline(buffer, "ADDRESS aL;\n");
4132 else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4134 shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4135 priv_ctx.target_version = NV2;
4136 shader_addline(buffer, "ADDRESS aL;\n");
4137 } else {
4138 priv_ctx.target_version = ARB;
4141 shader_addline(buffer, "TEMP TMP_OUT;\n");
4142 if (reg_maps->fog)
4143 shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4144 if (need_helper_const(shader_data, reg_maps, gl_info))
4146 char ftoa_tmp[17];
4147 wined3d_ftoa(eps, ftoa_tmp);
4148 shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %s};\n", ftoa_tmp);
4150 if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4152 shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4153 shader_addline(buffer, "TEMP A0_SHADOW;\n");
4156 shader_addline(buffer, "TEMP TA;\n");
4157 shader_addline(buffer, "TEMP TB;\n");
4159 /* Base Declarations */
4160 shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4161 &priv_ctx.vs_clipplanes, &priv_ctx);
4163 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4165 compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4166 if (reg_maps->integer_constants & (1u << i) && priv_ctx.target_version >= NV2)
4168 const DWORD *control_values = find_loop_control_values(shader, i);
4170 if(control_values)
4172 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4173 control_values[0], control_values[1], control_values[2]);
4175 else
4177 compiled->int_consts[i] = next_local;
4178 compiled->num_int_consts++;
4179 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4184 /* We need a constant to fixup the final position */
4185 shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4186 compiled->pos_fixup = next_local++;
4188 /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4189 * for output parameters. D3D in theory does not do that either, but some applications depend on a
4190 * proper initialization of the secondary color, and programs using the fixed function pipeline without
4191 * a replacement shader depend on the texcoord.w being set properly.
4193 * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4194 * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4195 * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4196 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4197 * this can eat a number of instructions, so skip it unless this cap is set as well
4199 if (!gl_info->supported[NV_VERTEX_PROGRAM])
4201 const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4202 shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4204 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4206 int i;
4207 const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4208 for(i = 0; i < MAX_REG_TEXCRD; i++)
4210 if (reg_maps->u.texcoord_mask[i] && reg_maps->u.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4211 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4216 /* The shader starts with the main function */
4217 priv_ctx.in_main_func = TRUE;
4218 /* Base Shader Body */
4219 if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
4220 return -1;
4222 if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4223 shader_data, args, reg_maps, gl_info, buffer);
4225 shader_addline(buffer, "END\n");
4227 /* TODO: change to resource.glObjectHandle or something like that */
4228 GL_EXTCALL(glGenProgramsARB(1, &ret));
4230 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4231 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4233 TRACE("Created hw vertex shader, prg=%d\n", ret);
4234 if (!shader_arb_compile(gl_info, GL_VERTEX_PROGRAM_ARB, buffer->buffer))
4235 return -1;
4237 return ret;
4240 /* Context activation is done by the caller. */
4241 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_context_gl *context_gl,
4242 struct wined3d_shader *shader, const struct arb_ps_compile_args *args)
4244 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4245 const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
4246 struct wined3d_device *device = shader->device;
4247 UINT i;
4248 DWORD new_size;
4249 struct arb_ps_compiled_shader *new_array;
4250 struct wined3d_string_buffer buffer;
4251 struct arb_pshader_private *shader_data;
4252 GLuint ret;
4254 if (!shader->backend_data)
4256 struct shader_arb_priv *priv = device->shader_priv;
4258 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4259 shader_data = shader->backend_data;
4260 shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4262 if (shader->reg_maps.shader_version.major < 3)
4263 shader_data->input_signature_idx = ~0U;
4264 else
4265 shader_data->input_signature_idx = find_input_signature(priv, &shader->input_signature);
4267 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4269 if (!d3d_info->vs_clipping)
4270 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4271 d3d_info->limits.ffp_blend_stages - 1);
4272 else
4273 shader_data->clipplane_emulation = ~0U;
4275 shader_data = shader->backend_data;
4277 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4278 * so a linear search is more performant than a hashmap or a binary search
4279 * (cache coherency etc)
4281 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4283 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4284 return &shader_data->gl_shaders[i];
4287 TRACE("No matching GL shader found, compiling a new shader\n");
4288 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4289 if (shader_data->num_gl_shaders)
4291 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4292 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4293 new_size * sizeof(*shader_data->gl_shaders));
4295 else
4297 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4298 new_size = 1;
4301 if(!new_array) {
4302 ERR("Out of memory\n");
4303 return 0;
4305 shader_data->gl_shaders = new_array;
4306 shader_data->shader_array_size = new_size;
4309 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4311 if (!string_buffer_init(&buffer))
4313 ERR("Failed to initialize shader buffer.\n");
4314 return 0;
4317 ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4318 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4319 string_buffer_free(&buffer);
4320 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4322 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4325 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4326 const DWORD use_map, BOOL skip_int) {
4327 if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4328 if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4329 if(stored->super.fog_src != new->super.fog_src) return FALSE;
4330 if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4331 if(stored->ps_signature != new->ps_signature) return FALSE;
4332 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4333 if(skip_int) return TRUE;
4335 return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4338 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4339 const struct wined3d_gl_info *gl_info, DWORD use_map, const struct arb_vs_compile_args *args,
4340 const struct wined3d_shader_signature *ps_input_sig)
4342 UINT i;
4343 DWORD new_size;
4344 struct arb_vs_compiled_shader *new_array;
4345 struct wined3d_string_buffer buffer;
4346 struct arb_vshader_private *shader_data;
4347 GLuint ret;
4349 if (!shader->backend_data)
4351 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4353 shader->backend_data = heap_alloc_zero(sizeof(*shader_data));
4354 shader_data = shader->backend_data;
4356 if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4357 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4359 if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4361 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4362 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4363 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4365 else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4366 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4367 else if (reg_maps->max_rel_offset > 63)
4368 shader_data->rel_offset = reg_maps->min_rel_offset;
4371 shader_data = shader->backend_data;
4373 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4374 * so a linear search is more performant than a hashmap or a binary search
4375 * (cache coherency etc)
4377 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4378 if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4379 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4381 return &shader_data->gl_shaders[i];
4385 TRACE("No matching GL shader found, compiling a new shader\n");
4387 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4388 if (shader_data->num_gl_shaders)
4390 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4391 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4392 new_size * sizeof(*shader_data->gl_shaders));
4394 else
4396 new_array = heap_alloc_zero(sizeof(*shader_data->gl_shaders));
4397 new_size = 1;
4400 if(!new_array) {
4401 ERR("Out of memory\n");
4402 return 0;
4404 shader_data->gl_shaders = new_array;
4405 shader_data->shader_array_size = new_size;
4408 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4410 if (!string_buffer_init(&buffer))
4412 ERR("Failed to initialize shader buffer.\n");
4413 return 0;
4416 ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4417 &shader_data->gl_shaders[shader_data->num_gl_shaders],
4418 ps_input_sig);
4419 string_buffer_free(&buffer);
4420 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4422 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4425 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4426 const struct wined3d_context_gl *context_gl, const struct wined3d_shader *shader,
4427 struct arb_ps_compile_args *args)
4429 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4430 const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
4431 int i;
4432 WORD int_skip;
4434 find_ps_compile_args(state, shader, context_gl->c.stream_info.position_transformed, &args->super, &context_gl->c);
4436 /* This forces all local boolean constants to 1 to make them stateblock independent */
4437 args->bools = shader->reg_maps.local_bool_consts;
4439 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4441 if (state->ps_consts_b[i])
4442 args->bools |= ( 1u << i);
4445 /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4446 * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4447 * duplicate the shader than have a no-op KIL instruction in every shader
4449 if (!d3d_info->vs_clipping && use_vs(state)
4450 && state->render_states[WINED3D_RS_CLIPPING]
4451 && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4452 args->clip = 1;
4453 else
4454 args->clip = 0;
4456 /* Skip if unused or local, or supported natively */
4457 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4458 if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4460 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4461 return;
4464 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4466 if (int_skip & (1u << i))
4468 args->loop_ctrl[i][0] = 0;
4469 args->loop_ctrl[i][1] = 0;
4470 args->loop_ctrl[i][2] = 0;
4472 else
4474 args->loop_ctrl[i][0] = state->ps_consts_i[i].x;
4475 args->loop_ctrl[i][1] = state->ps_consts_i[i].y;
4476 args->loop_ctrl[i][2] = state->ps_consts_i[i].z;
4481 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4482 const struct wined3d_context_gl *context_gl, const struct wined3d_shader *shader,
4483 struct arb_vs_compile_args *args)
4485 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
4486 const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
4487 const struct wined3d_device *device = shader->device;
4488 const struct wined3d_adapter *adapter = device->adapter;
4489 int i;
4490 WORD int_skip;
4492 find_vs_compile_args(state, shader, context_gl->c.stream_info.swizzle_map, &args->super, &context_gl->c);
4494 args->clip.boolclip_compare = 0;
4495 if (use_ps(state))
4497 const struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4498 const struct arb_pshader_private *shader_priv = ps->backend_data;
4499 args->ps_signature = shader_priv->input_signature_idx;
4501 args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4503 else
4505 args->ps_signature = ~0;
4506 if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4507 args->clip.boolclip.clip_texcoord = ffp_clip_emul(&context_gl->c) ? d3d_info->limits.ffp_blend_stages : 0;
4508 /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4511 if (args->clip.boolclip.clip_texcoord)
4513 if (state->render_states[WINED3D_RS_CLIPPING])
4514 args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4515 /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4518 /* This forces all local boolean constants to 1 to make them stateblock independent */
4519 args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4520 /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4521 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
4523 if (state->vs_consts_b[i])
4524 args->clip.boolclip.bools |= (1u << i);
4527 args->vertex.samplers[0] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 0];
4528 args->vertex.samplers[1] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 1];
4529 args->vertex.samplers[2] = context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 2];
4530 args->vertex.samplers[3] = 0;
4532 /* Skip if unused or local */
4533 int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4534 /* This is about flow control, not clipping. */
4535 if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4537 memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4538 return;
4541 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
4543 if (int_skip & (1u << i))
4545 args->loop_ctrl[i][0] = 0;
4546 args->loop_ctrl[i][1] = 0;
4547 args->loop_ctrl[i][2] = 0;
4549 else
4551 args->loop_ctrl[i][0] = state->vs_consts_i[i].x;
4552 args->loop_ctrl[i][1] = state->vs_consts_i[i].y;
4553 args->loop_ctrl[i][2] = state->vs_consts_i[i].z;
4558 /* Context activation is done by the caller. */
4559 static void shader_arb_select(void *shader_priv, struct wined3d_context *context,
4560 const struct wined3d_state *state)
4562 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4563 const struct wined3d_gl_info *gl_info = context->gl_info;
4564 struct shader_arb_priv *priv = shader_priv;
4565 int i;
4567 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4568 if (use_ps(state))
4570 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
4571 struct arb_ps_compile_args compile_args;
4572 struct arb_ps_compiled_shader *compiled;
4574 TRACE("Using pixel shader %p.\n", ps);
4575 find_arb_ps_compile_args(state, context_gl, ps, &compile_args);
4576 compiled = find_arb_pshader(context_gl, ps, &compile_args);
4577 priv->current_fprogram_id = compiled->prgId;
4578 priv->compiled_fprog = compiled;
4580 /* Bind the fragment program */
4581 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4582 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4584 if (!priv->use_arbfp_fixed_func)
4585 priv->fragment_pipe->fp_enable(context, FALSE);
4587 /* Enable OpenGL fragment programs. */
4588 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4589 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4591 TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
4593 /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4594 * a 1.x and newer shader, reload the first 8 constants
4596 if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4598 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4599 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4600 for(i = 0; i < 8; i++)
4602 priv->pshader_const_dirty[i] = 1;
4604 /* Also takes care of loading local constants */
4605 shader_arb_load_constants_internal(shader_priv, context_gl, state, TRUE, FALSE, TRUE);
4607 else
4609 UINT rt_height = state->fb->render_targets[0]->height;
4610 shader_arb_ps_local_constants(compiled, context_gl, state, rt_height);
4613 /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4614 if (compiled->np2fixup_info.super.active)
4615 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
4617 if (ps->load_local_constsF)
4618 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
4620 else
4622 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4624 /* Disable only if we're not using arbfp fixed function fragment
4625 * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4626 * enabled, and the fixed function pipeline will bind the fixed
4627 * function replacement shader. */
4628 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4629 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4630 priv->current_fprogram_id = 0;
4632 priv->fragment_pipe->fp_enable(context, TRUE);
4635 if (use_vs(state))
4637 struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4638 struct arb_vs_compile_args compile_args;
4639 struct arb_vs_compiled_shader *compiled;
4640 const struct wined3d_shader_signature *ps_input_sig;
4642 TRACE("Using vertex shader %p\n", vs);
4643 find_arb_vs_compile_args(state, context_gl, vs, &compile_args);
4645 /* Instead of searching for the signature in the signature list, read the one from the
4646 * current pixel shader. It's maybe not the shader where the signature came from, but it
4647 * is the same signature and faster to find. */
4648 if (compile_args.ps_signature == ~0U)
4649 ps_input_sig = NULL;
4650 else
4651 ps_input_sig = &state->shader[WINED3D_SHADER_TYPE_PIXEL]->input_signature;
4653 compiled = find_arb_vshader(vs, context->gl_info, context->stream_info.use_map,
4654 &compile_args, ps_input_sig);
4655 priv->current_vprogram_id = compiled->prgId;
4656 priv->compiled_vprog = compiled;
4658 /* Bind the vertex program */
4659 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4660 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4662 priv->vertex_pipe->vp_enable(context, FALSE);
4664 /* Enable OpenGL vertex programs */
4665 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4666 checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4667 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4668 shader_arb_vs_local_constants(compiled, context_gl, state);
4670 if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4671 priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4673 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4675 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4676 checkGLcall("glClampColorARB");
4677 } else {
4678 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4682 if (vs->load_local_constsF)
4683 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
4685 else
4687 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4689 priv->current_vprogram_id = 0;
4690 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4691 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4693 priv->vertex_pipe->vp_enable(context, TRUE);
4697 static void shader_arb_select_compute(void *shader_priv, struct wined3d_context *context,
4698 const struct wined3d_state *state)
4700 ERR("Compute pipeline not supported by the ARB shader backend.\n");
4703 /* Context activation is done by the caller. */
4704 static void shader_arb_disable(void *shader_priv, struct wined3d_context *context)
4706 const struct wined3d_gl_info *gl_info = context->gl_info;
4707 struct shader_arb_priv *priv = shader_priv;
4709 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4711 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4712 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4713 priv->current_fprogram_id = 0;
4715 priv->fragment_pipe->fp_enable(context, FALSE);
4717 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4719 priv->current_vprogram_id = 0;
4720 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4721 checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4723 priv->vertex_pipe->vp_enable(context, FALSE);
4725 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
4727 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
4728 checkGLcall("glClampColorARB");
4729 priv->last_vs_color_unclamp = FALSE;
4732 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
4733 | (1u << WINED3D_SHADER_TYPE_VERTEX)
4734 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
4735 | (1u << WINED3D_SHADER_TYPE_HULL)
4736 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
4737 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
4740 static void shader_arb_destroy(struct wined3d_shader *shader)
4742 struct wined3d_device *device = shader->device;
4743 const struct wined3d_gl_info *gl_info;
4744 struct wined3d_context *context;
4745 unsigned int i;
4747 /* This can happen if a shader was never compiled */
4748 if (!shader->backend_data)
4749 return;
4751 context = context_acquire(device, NULL, 0);
4752 gl_info = context->gl_info;
4754 if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4756 struct arb_pshader_private *shader_data = shader->backend_data;
4758 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4759 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4761 heap_free(shader_data->gl_shaders);
4763 else
4765 struct arb_vshader_private *shader_data = shader->backend_data;
4767 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4768 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4770 heap_free(shader_data->gl_shaders);
4773 checkGLcall("delete programs");
4775 context_release(context);
4777 heap_free(shader->backend_data);
4778 shader->backend_data = NULL;
4781 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4783 struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4784 return compare_sig(key, &e->sig);
4787 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4788 const struct wined3d_fragment_pipe_ops *fragment_pipe)
4790 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4791 struct fragment_caps fragment_caps;
4792 void *vertex_priv, *fragment_priv;
4793 struct shader_arb_priv *priv;
4795 if (!(priv = heap_alloc_zero(sizeof(*priv))))
4796 return E_OUTOFMEMORY;
4798 if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4800 ERR("Failed to initialize vertex pipe.\n");
4801 heap_free(priv);
4802 return E_FAIL;
4805 if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4807 ERR("Failed to initialize fragment pipe.\n");
4808 vertex_pipe->vp_free(device, NULL);
4809 heap_free(priv);
4810 return E_FAIL;
4813 memset(priv->vshader_const_dirty, 1,
4814 sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
4815 memset(priv->pshader_const_dirty, 1,
4816 sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
4818 wine_rb_init(&priv->signature_tree, sig_tree_compare);
4820 priv->vertex_pipe = vertex_pipe;
4821 priv->fragment_pipe = fragment_pipe;
4822 fragment_pipe->get_caps(device->adapter, &fragment_caps);
4823 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4825 device->vertex_priv = vertex_priv;
4826 device->fragment_priv = fragment_priv;
4827 device->shader_priv = priv;
4829 return WINED3D_OK;
4832 static void release_signature(struct wine_rb_entry *entry, void *context)
4834 struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4835 unsigned int i;
4837 for (i = 0; i < sig->sig.element_count; ++i)
4839 heap_free((char *)sig->sig.elements[i].semantic_name);
4841 heap_free(sig->sig.elements);
4842 heap_free(sig);
4845 /* Context activation is done by the caller. */
4846 static void shader_arb_free(struct wined3d_device *device, struct wined3d_context *context)
4848 struct shader_arb_priv *priv = device->shader_priv;
4850 wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4851 priv->fragment_pipe->free_private(device, context);
4852 priv->vertex_pipe->vp_free(device, context);
4853 heap_free(device->shader_priv);
4856 static BOOL shader_arb_allocate_context_data(struct wined3d_context *context)
4858 return TRUE;
4861 static void shader_arb_free_context_data(struct wined3d_context *context)
4863 struct shader_arb_priv *priv;
4865 priv = context->device->shader_priv;
4866 if (priv->last_context == context)
4867 priv->last_context = NULL;
4870 static void shader_arb_init_context_state(struct wined3d_context *context) {}
4872 static void shader_arb_get_caps(const struct wined3d_adapter *adapter, struct shader_caps *caps)
4874 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4876 if (gl_info->supported[ARB_VERTEX_PROGRAM])
4878 DWORD vs_consts;
4879 UINT vs_version;
4881 /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4882 * for vertex programs. If the native limit is less than that it's
4883 * not very useful, and e.g. Mesa swrast returns 0, probably to
4884 * indicate it's a software implementation. */
4885 if (gl_info->limits.arb_vs_native_constants < 96)
4886 vs_consts = gl_info->limits.arb_vs_float_constants;
4887 else
4888 vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4890 if (gl_info->supported[NV_VERTEX_PROGRAM3])
4892 vs_version = 3;
4893 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4895 else if (vs_consts >= 256)
4897 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4898 vs_version = 2;
4899 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4901 else
4903 vs_version = 1;
4904 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4906 caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
4907 caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, vs_consts);
4909 else
4911 caps->vs_version = 0;
4912 caps->vs_uniform_count = 0;
4915 caps->hs_version = 0;
4916 caps->ds_version = 0;
4917 caps->gs_version = 0;
4918 caps->cs_version = 0;
4920 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4922 DWORD ps_consts;
4923 UINT ps_version;
4925 /* Similar as above for vertex programs, but the minimum for fragment
4926 * programs is 24. */
4927 if (gl_info->limits.arb_ps_native_constants < 24)
4928 ps_consts = gl_info->limits.arb_ps_float_constants;
4929 else
4930 ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4932 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4934 ps_version = 3;
4935 TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4937 else if (ps_consts >= 32)
4939 /* Shader Model 2.0 requires at least 32 pixel shader constants */
4940 ps_version = 2;
4941 TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4943 else
4945 ps_version = 1;
4946 TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4948 caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
4949 caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, ps_consts);
4950 caps->ps_1x_max_value = 8.0f;
4952 else
4954 caps->ps_version = 0;
4955 caps->ps_uniform_count = 0;
4956 caps->ps_1x_max_value = 0.0f;
4959 caps->varying_count = 0;
4960 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
4961 if (use_nv_clip(gl_info))
4962 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
4965 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4967 /* We support everything except complex conversions. */
4968 return !is_complex_fixup(fixup);
4971 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4972 DWORD shift;
4973 char write_mask[20], regstr[50];
4974 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4975 BOOL is_color = FALSE;
4976 const struct wined3d_shader_dst_param *dst;
4978 if (!ins->dst_count) return;
4980 dst = &ins->dst[0];
4981 shift = dst->shift;
4982 if (!shift) return; /* Saturate alone is handled by the instructions */
4984 shader_arb_get_write_mask(ins, dst, write_mask);
4985 shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4987 /* Generate a line that does the output modifier computation
4988 * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4989 * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4991 shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4992 regstr, write_mask, regstr, shift_tab[shift]);
4995 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4997 /* WINED3DSIH_ABS */ shader_hw_map2gl,
4998 /* WINED3DSIH_ADD */ shader_hw_map2gl,
4999 /* WINED3DSIH_AND */ NULL,
5000 /* WINED3DSIH_ATOMIC_AND */ NULL,
5001 /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL,
5002 /* WINED3DSIH_ATOMIC_IADD */ NULL,
5003 /* WINED3DSIH_ATOMIC_IMAX */ NULL,
5004 /* WINED3DSIH_ATOMIC_IMIN */ NULL,
5005 /* WINED3DSIH_ATOMIC_OR */ NULL,
5006 /* WINED3DSIH_ATOMIC_UMAX */ NULL,
5007 /* WINED3DSIH_ATOMIC_UMIN */ NULL,
5008 /* WINED3DSIH_ATOMIC_XOR */ NULL,
5009 /* WINED3DSIH_BEM */ pshader_hw_bem,
5010 /* WINED3DSIH_BFI */ NULL,
5011 /* WINED3DSIH_BFREV */ NULL,
5012 /* WINED3DSIH_BREAK */ shader_hw_break,
5013 /* WINED3DSIH_BREAKC */ shader_hw_breakc,
5014 /* WINED3DSIH_BREAKP */ NULL,
5015 /* WINED3DSIH_BUFINFO */ NULL,
5016 /* WINED3DSIH_CALL */ shader_hw_call,
5017 /* WINED3DSIH_CALLNZ */ NULL,
5018 /* WINED3DSIH_CASE */ NULL,
5019 /* WINED3DSIH_CMP */ pshader_hw_cmp,
5020 /* WINED3DSIH_CND */ pshader_hw_cnd,
5021 /* WINED3DSIH_CONTINUE */ NULL,
5022 /* WINED3DSIH_CONTINUEP */ NULL,
5023 /* WINED3DSIH_COUNTBITS */ NULL,
5024 /* WINED3DSIH_CRS */ shader_hw_map2gl,
5025 /* WINED3DSIH_CUT */ NULL,
5026 /* WINED3DSIH_CUT_STREAM */ NULL,
5027 /* WINED3DSIH_DCL */ shader_hw_nop,
5028 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_hw_nop,
5029 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL,
5030 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
5031 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ NULL,
5032 /* WINED3DSIH_DCL_GS_INSTANCES */ NULL,
5033 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
5034 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL,
5035 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
5036 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL,
5037 /* WINED3DSIH_DCL_INDEX_RANGE */ NULL,
5038 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ NULL,
5039 /* WINED3DSIH_DCL_INPUT */ NULL,
5040 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
5041 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_hw_nop,
5042 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
5043 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
5044 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
5045 /* WINED3DSIH_DCL_INPUT_SGV */ NULL,
5046 /* WINED3DSIH_DCL_INPUT_SIV */ NULL,
5047 /* WINED3DSIH_DCL_INTERFACE */ NULL,
5048 /* WINED3DSIH_DCL_OUTPUT */ NULL,
5049 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
5050 /* WINED3DSIH_DCL_OUTPUT_SIV */ NULL,
5051 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_hw_nop,
5052 /* WINED3DSIH_DCL_RESOURCE_RAW */ NULL,
5053 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
5054 /* WINED3DSIH_DCL_SAMPLER */ NULL,
5055 /* WINED3DSIH_DCL_STREAM */ NULL,
5056 /* WINED3DSIH_DCL_TEMPS */ NULL,
5057 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
5058 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
5059 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
5060 /* WINED3DSIH_DCL_TGSM_RAW */ NULL,
5061 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
5062 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
5063 /* WINED3DSIH_DCL_UAV_RAW */ NULL,
5064 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL,
5065 /* WINED3DSIH_DCL_UAV_TYPED */ NULL,
5066 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_hw_nop,
5067 /* WINED3DSIH_DEF */ shader_hw_nop,
5068 /* WINED3DSIH_DEFAULT */ NULL,
5069 /* WINED3DSIH_DEFB */ shader_hw_nop,
5070 /* WINED3DSIH_DEFI */ shader_hw_nop,
5071 /* WINED3DSIH_DIV */ NULL,
5072 /* WINED3DSIH_DP2 */ NULL,
5073 /* WINED3DSIH_DP2ADD */ pshader_hw_dp2add,
5074 /* WINED3DSIH_DP3 */ shader_hw_map2gl,
5075 /* WINED3DSIH_DP4 */ shader_hw_map2gl,
5076 /* WINED3DSIH_DST */ shader_hw_map2gl,
5077 /* WINED3DSIH_DSX */ shader_hw_map2gl,
5078 /* WINED3DSIH_DSX_COARSE */ NULL,
5079 /* WINED3DSIH_DSX_FINE */ NULL,
5080 /* WINED3DSIH_DSY */ shader_hw_dsy,
5081 /* WINED3DSIH_DSY_COARSE */ NULL,
5082 /* WINED3DSIH_DSY_FINE */ NULL,
5083 /* WINED3DSIH_ELSE */ shader_hw_else,
5084 /* WINED3DSIH_EMIT */ NULL,
5085 /* WINED3DSIH_EMIT_STREAM */ NULL,
5086 /* WINED3DSIH_ENDIF */ shader_hw_endif,
5087 /* WINED3DSIH_ENDLOOP */ shader_hw_endloop,
5088 /* WINED3DSIH_ENDREP */ shader_hw_endrep,
5089 /* WINED3DSIH_ENDSWITCH */ NULL,
5090 /* WINED3DSIH_EQ */ NULL,
5091 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL,
5092 /* WINED3DSIH_EXP */ shader_hw_scalar_op,
5093 /* WINED3DSIH_EXPP */ shader_hw_scalar_op,
5094 /* WINED3DSIH_F16TOF32 */ NULL,
5095 /* WINED3DSIH_F32TOF16 */ NULL,
5096 /* WINED3DSIH_FCALL */ NULL,
5097 /* WINED3DSIH_FIRSTBIT_HI */ NULL,
5098 /* WINED3DSIH_FIRSTBIT_LO */ NULL,
5099 /* WINED3DSIH_FIRSTBIT_SHI */ NULL,
5100 /* WINED3DSIH_FRC */ shader_hw_map2gl,
5101 /* WINED3DSIH_FTOI */ NULL,
5102 /* WINED3DSIH_FTOU */ NULL,
5103 /* WINED3DSIH_GATHER4 */ NULL,
5104 /* WINED3DSIH_GATHER4_C */ NULL,
5105 /* WINED3DSIH_GATHER4_PO */ NULL,
5106 /* WINED3DSIH_GATHER4_PO_C */ NULL,
5107 /* WINED3DSIH_GE */ NULL,
5108 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
5109 /* WINED3DSIH_HS_DECLS */ NULL,
5110 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
5111 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
5112 /* WINED3DSIH_IADD */ NULL,
5113 /* WINED3DSIH_IBFE */ NULL,
5114 /* WINED3DSIH_IEQ */ NULL,
5115 /* WINED3DSIH_IF */ NULL /* Hardcoded into the shader */,
5116 /* WINED3DSIH_IFC */ shader_hw_ifc,
5117 /* WINED3DSIH_IGE */ NULL,
5118 /* WINED3DSIH_ILT */ NULL,
5119 /* WINED3DSIH_IMAD */ NULL,
5120 /* WINED3DSIH_IMAX */ NULL,
5121 /* WINED3DSIH_IMIN */ NULL,
5122 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL,
5123 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL,
5124 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL,
5125 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL,
5126 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL,
5127 /* WINED3DSIH_IMM_ATOMIC_IADD */ NULL,
5128 /* WINED3DSIH_IMM_ATOMIC_IMAX */ NULL,
5129 /* WINED3DSIH_IMM_ATOMIC_IMIN */ NULL,
5130 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL,
5131 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL,
5132 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL,
5133 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL,
5134 /* WINED3DSIH_IMUL */ NULL,
5135 /* WINED3DSIH_INE */ NULL,
5136 /* WINED3DSIH_INEG */ NULL,
5137 /* WINED3DSIH_ISHL */ NULL,
5138 /* WINED3DSIH_ISHR */ NULL,
5139 /* WINED3DSIH_ITOF */ NULL,
5140 /* WINED3DSIH_LABEL */ shader_hw_label,
5141 /* WINED3DSIH_LD */ NULL,
5142 /* WINED3DSIH_LD2DMS */ NULL,
5143 /* WINED3DSIH_LD_RAW */ NULL,
5144 /* WINED3DSIH_LD_STRUCTURED */ NULL,
5145 /* WINED3DSIH_LD_UAV_TYPED */ NULL,
5146 /* WINED3DSIH_LIT */ shader_hw_map2gl,
5147 /* WINED3DSIH_LOD */ NULL,
5148 /* WINED3DSIH_LOG */ shader_hw_scalar_op,
5149 /* WINED3DSIH_LOGP */ shader_hw_scalar_op,
5150 /* WINED3DSIH_LOOP */ shader_hw_loop,
5151 /* WINED3DSIH_LRP */ shader_hw_lrp,
5152 /* WINED3DSIH_LT */ NULL,
5153 /* WINED3DSIH_M3x2 */ shader_hw_mnxn,
5154 /* WINED3DSIH_M3x3 */ shader_hw_mnxn,
5155 /* WINED3DSIH_M3x4 */ shader_hw_mnxn,
5156 /* WINED3DSIH_M4x3 */ shader_hw_mnxn,
5157 /* WINED3DSIH_M4x4 */ shader_hw_mnxn,
5158 /* WINED3DSIH_MAD */ shader_hw_map2gl,
5159 /* WINED3DSIH_MAX */ shader_hw_map2gl,
5160 /* WINED3DSIH_MIN */ shader_hw_map2gl,
5161 /* WINED3DSIH_MOV */ shader_hw_mov,
5162 /* WINED3DSIH_MOVA */ shader_hw_mov,
5163 /* WINED3DSIH_MOVC */ NULL,
5164 /* WINED3DSIH_MUL */ shader_hw_map2gl,
5165 /* WINED3DSIH_NE */ NULL,
5166 /* WINED3DSIH_NOP */ shader_hw_nop,
5167 /* WINED3DSIH_NOT */ NULL,
5168 /* WINED3DSIH_NRM */ shader_hw_nrm,
5169 /* WINED3DSIH_OR */ NULL,
5170 /* WINED3DSIH_PHASE */ shader_hw_nop,
5171 /* WINED3DSIH_POW */ shader_hw_pow,
5172 /* WINED3DSIH_RCP */ shader_hw_scalar_op,
5173 /* WINED3DSIH_REP */ shader_hw_rep,
5174 /* WINED3DSIH_RESINFO */ NULL,
5175 /* WINED3DSIH_RET */ shader_hw_ret,
5176 /* WINED3DSIH_RETP */ NULL,
5177 /* WINED3DSIH_ROUND_NE */ NULL,
5178 /* WINED3DSIH_ROUND_NI */ NULL,
5179 /* WINED3DSIH_ROUND_PI */ NULL,
5180 /* WINED3DSIH_ROUND_Z */ NULL,
5181 /* WINED3DSIH_RSQ */ shader_hw_scalar_op,
5182 /* WINED3DSIH_SAMPLE */ NULL,
5183 /* WINED3DSIH_SAMPLE_B */ NULL,
5184 /* WINED3DSIH_SAMPLE_C */ NULL,
5185 /* WINED3DSIH_SAMPLE_C_LZ */ NULL,
5186 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5187 /* WINED3DSIH_SAMPLE_INFO */ NULL,
5188 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5189 /* WINED3DSIH_SAMPLE_POS */ NULL,
5190 /* WINED3DSIH_SETP */ NULL,
5191 /* WINED3DSIH_SGE */ shader_hw_map2gl,
5192 /* WINED3DSIH_SGN */ shader_hw_sgn,
5193 /* WINED3DSIH_SINCOS */ shader_hw_sincos,
5194 /* WINED3DSIH_SLT */ shader_hw_map2gl,
5195 /* WINED3DSIH_SQRT */ NULL,
5196 /* WINED3DSIH_STORE_RAW */ NULL,
5197 /* WINED3DSIH_STORE_STRUCTURED */ NULL,
5198 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
5199 /* WINED3DSIH_SUB */ shader_hw_map2gl,
5200 /* WINED3DSIH_SWAPC */ NULL,
5201 /* WINED3DSIH_SWITCH */ NULL,
5202 /* WINED3DSIH_SYNC */ NULL,
5203 /* WINED3DSIH_TEX */ pshader_hw_tex,
5204 /* WINED3DSIH_TEXBEM */ pshader_hw_texbem,
5205 /* WINED3DSIH_TEXBEML */ pshader_hw_texbem,
5206 /* WINED3DSIH_TEXCOORD */ pshader_hw_texcoord,
5207 /* WINED3DSIH_TEXDEPTH */ pshader_hw_texdepth,
5208 /* WINED3DSIH_TEXDP3 */ pshader_hw_texdp3,
5209 /* WINED3DSIH_TEXDP3TEX */ pshader_hw_texdp3tex,
5210 /* WINED3DSIH_TEXKILL */ pshader_hw_texkill,
5211 /* WINED3DSIH_TEXLDD */ shader_hw_texldd,
5212 /* WINED3DSIH_TEXLDL */ shader_hw_texldl,
5213 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_hw_texm3x2depth,
5214 /* WINED3DSIH_TEXM3x2PAD */ pshader_hw_texm3x2pad,
5215 /* WINED3DSIH_TEXM3x2TEX */ pshader_hw_texm3x2tex,
5216 /* WINED3DSIH_TEXM3x3 */ pshader_hw_texm3x3,
5217 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5218 /* WINED3DSIH_TEXM3x3PAD */ pshader_hw_texm3x3pad,
5219 /* WINED3DSIH_TEXM3x3SPEC */ pshader_hw_texm3x3spec,
5220 /* WINED3DSIH_TEXM3x3TEX */ pshader_hw_texm3x3tex,
5221 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_hw_texm3x3vspec,
5222 /* WINED3DSIH_TEXREG2AR */ pshader_hw_texreg2ar,
5223 /* WINED3DSIH_TEXREG2GB */ pshader_hw_texreg2gb,
5224 /* WINED3DSIH_TEXREG2RGB */ pshader_hw_texreg2rgb,
5225 /* WINED3DSIH_UBFE */ NULL,
5226 /* WINED3DSIH_UDIV */ NULL,
5227 /* WINED3DSIH_UGE */ NULL,
5228 /* WINED3DSIH_ULT */ NULL,
5229 /* WINED3DSIH_UMAX */ NULL,
5230 /* WINED3DSIH_UMIN */ NULL,
5231 /* WINED3DSIH_UMUL */ NULL,
5232 /* WINED3DSIH_USHR */ NULL,
5233 /* WINED3DSIH_UTOF */ NULL,
5234 /* WINED3DSIH_XOR */ NULL,
5237 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5238 const struct wined3d_shader *shader, DWORD idx)
5240 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5241 BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5242 const struct wined3d_shader_lconst *constant;
5243 WORD bools = 0;
5244 WORD flag = (1u << idx);
5245 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5247 if (reg_maps->local_bool_consts & flag)
5249 /* What good is an if(bool) with a hardcoded local constant? I don't know, but handle it */
5250 LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5252 if (constant->idx == idx)
5254 return constant->value[0];
5257 ERR("Local constant not found\n");
5258 return FALSE;
5260 else
5262 if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5263 else bools = priv->cur_ps_args->bools;
5264 return bools & flag;
5268 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5269 const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5271 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5272 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5274 /* Integer constants can either be a local constant, or they can be stored in the shader
5275 * type specific compile args. */
5276 if (reg_maps->local_int_consts & (1u << idx))
5278 const struct wined3d_shader_lconst *constant;
5280 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5282 if (constant->idx == idx)
5284 loop_control->count = constant->value[0];
5285 loop_control->start = constant->value[1];
5286 /* Step is signed. */
5287 loop_control->step = (int)constant->value[2];
5288 return;
5291 /* If this happens the flag was set incorrectly */
5292 ERR("Local constant not found\n");
5293 loop_control->count = 0;
5294 loop_control->start = 0;
5295 loop_control->step = 0;
5296 return;
5299 switch (reg_maps->shader_version.type)
5301 case WINED3D_SHADER_TYPE_VERTEX:
5302 /* Count and aL start value are unsigned */
5303 loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5304 loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5305 /* Step is signed. */
5306 loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5307 break;
5309 case WINED3D_SHADER_TYPE_PIXEL:
5310 loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5311 loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5312 loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5313 break;
5315 default:
5316 FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5317 break;
5321 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5323 struct wined3d_shader_src_param *src_param = NULL, *rel_addr;
5324 struct wined3d_shader_dst_param *dst_param;
5325 struct recorded_instruction *rec;
5326 unsigned int i;
5328 if (!(rec = heap_alloc_zero(sizeof(*rec))))
5330 ERR("Out of memory\n");
5331 return;
5334 rec->ins = *ins;
5335 if (!(dst_param = heap_alloc(sizeof(*dst_param))))
5336 goto free;
5337 *dst_param = *ins->dst;
5338 if (ins->dst->reg.idx[0].rel_addr)
5340 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5341 goto free;
5342 *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5343 dst_param->reg.idx[0].rel_addr = rel_addr;
5345 rec->ins.dst = dst_param;
5347 if (!(src_param = heap_calloc(ins->src_count, sizeof(*src_param))))
5348 goto free;
5349 for (i = 0; i < ins->src_count; ++i)
5351 src_param[i] = ins->src[i];
5352 if (ins->src[i].reg.idx[0].rel_addr)
5354 if (!(rel_addr = heap_alloc(sizeof(*rel_addr))))
5355 goto free;
5356 *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5357 src_param[i].reg.idx[0].rel_addr = rel_addr;
5360 rec->ins.src = src_param;
5361 list_add_tail(list, &rec->entry);
5362 return;
5364 free:
5365 ERR("Out of memory\n");
5366 if (dst_param)
5368 heap_free((void *)dst_param->reg.idx[0].rel_addr);
5369 heap_free(dst_param);
5371 if (src_param)
5373 for (i = 0; i < ins->src_count; ++i)
5375 heap_free((void *)src_param[i].reg.idx[0].rel_addr);
5377 heap_free(src_param);
5379 heap_free(rec);
5382 static void free_recorded_instruction(struct list *list)
5384 struct recorded_instruction *rec_ins, *entry2;
5385 unsigned int i;
5387 LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5389 list_remove(&rec_ins->entry);
5390 if (rec_ins->ins.dst)
5392 heap_free((void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5393 heap_free((void *)rec_ins->ins.dst);
5395 if (rec_ins->ins.src)
5397 for (i = 0; i < rec_ins->ins.src_count; ++i)
5399 heap_free((void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5401 heap_free((void *)rec_ins->ins.src);
5403 heap_free(rec_ins);
5407 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5409 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5410 struct control_frame *control_frame;
5412 if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5414 struct list *e = list_head(&priv->control_frames);
5415 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5416 list_remove(&control_frame->entry);
5417 heap_free(control_frame);
5418 priv->loop_depth--;
5420 else if (ins->handler_idx == WINED3DSIH_ENDIF)
5422 /* Non-ifc ENDIFs were already handled previously. */
5423 struct list *e = list_head(&priv->control_frames);
5424 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5425 list_remove(&control_frame->entry);
5426 heap_free(control_frame);
5430 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5431 SHADER_HANDLER hw_fct;
5432 struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5433 const struct wined3d_shader *shader = ins->ctx->shader;
5434 struct control_frame *control_frame;
5435 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5436 BOOL bool_const;
5438 if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5440 control_frame = heap_alloc_zero(sizeof(*control_frame));
5441 list_add_head(&priv->control_frames, &control_frame->entry);
5443 if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5444 if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5446 if(priv->target_version >= NV2)
5448 control_frame->no.loop = priv->num_loops++;
5449 priv->loop_depth++;
5451 else
5453 /* Don't bother recording when we're in a not used if branch */
5454 if(priv->muted)
5456 return;
5459 if(!priv->recording)
5461 list_init(&priv->record);
5462 priv->recording = TRUE;
5463 control_frame->outer_loop = TRUE;
5464 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5465 return; /* Instruction is handled */
5467 /* Record this loop in the outer loop's recording */
5470 else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5472 if(priv->target_version >= NV2)
5474 /* Nothing to do. The control frame is popped after the HW instr handler */
5476 else
5478 struct list *e = list_head(&priv->control_frames);
5479 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5480 list_remove(&control_frame->entry);
5482 if(control_frame->outer_loop)
5484 unsigned int iteration;
5485 int aL = 0;
5486 struct list copy;
5488 /* Turn off recording before playback */
5489 priv->recording = FALSE;
5491 /* Move the recorded instructions to a separate list and get them out of the private data
5492 * structure. If there are nested loops, the shader_arb_handle_instruction below will
5493 * be recorded again, thus priv->record might be overwritten
5495 list_init(&copy);
5496 list_move_tail(&copy, &priv->record);
5497 list_init(&priv->record);
5499 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5501 shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5502 control_frame->loop_control.count, control_frame->loop_control.start,
5503 control_frame->loop_control.step);
5504 aL = control_frame->loop_control.start;
5506 else
5508 shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5511 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5513 struct recorded_instruction *rec_ins;
5514 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5516 priv->aL = aL;
5517 shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5519 else
5521 shader_addline(buffer, "#Iteration %u\n", iteration);
5524 LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5526 shader_arb_handle_instruction(&rec_ins->ins);
5529 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5531 aL += control_frame->loop_control.step;
5534 shader_addline(buffer, "#end loop/rep\n");
5536 free_recorded_instruction(&copy);
5537 heap_free(control_frame);
5538 return; /* Instruction is handled */
5540 else
5542 /* This is a nested loop. Proceed to the normal recording function */
5543 heap_free(control_frame);
5548 if(priv->recording)
5550 record_instruction(&priv->record, ins);
5551 return;
5554 /* boolean if */
5555 if(ins->handler_idx == WINED3DSIH_IF)
5557 control_frame = heap_alloc_zero(sizeof(*control_frame));
5558 list_add_head(&priv->control_frames, &control_frame->entry);
5559 control_frame->type = IF;
5561 bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5562 if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5563 bool_const = !bool_const;
5564 if (!priv->muted && !bool_const)
5566 shader_addline(buffer, "#if(FALSE){\n");
5567 priv->muted = TRUE;
5568 control_frame->muting = TRUE;
5570 else shader_addline(buffer, "#if(TRUE) {\n");
5572 return; /* Instruction is handled */
5574 else if(ins->handler_idx == WINED3DSIH_IFC)
5576 /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5577 control_frame = heap_alloc_zero(sizeof(*control_frame));
5578 control_frame->type = IFC;
5579 control_frame->no.ifc = priv->num_ifcs++;
5580 list_add_head(&priv->control_frames, &control_frame->entry);
5582 else if(ins->handler_idx == WINED3DSIH_ELSE)
5584 struct list *e = list_head(&priv->control_frames);
5585 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5587 if(control_frame->type == IF)
5589 shader_addline(buffer, "#} else {\n");
5590 if(!priv->muted && !control_frame->muting)
5592 priv->muted = TRUE;
5593 control_frame->muting = TRUE;
5595 else if(control_frame->muting) priv->muted = FALSE;
5596 return; /* Instruction is handled. */
5598 /* In case of an ifc, generate a HW shader instruction */
5599 if (control_frame->type != IFC)
5600 ERR("Control frame does not match.\n");
5602 else if(ins->handler_idx == WINED3DSIH_ENDIF)
5604 struct list *e = list_head(&priv->control_frames);
5605 control_frame = LIST_ENTRY(e, struct control_frame, entry);
5607 if(control_frame->type == IF)
5609 shader_addline(buffer, "#} endif\n");
5610 if(control_frame->muting) priv->muted = FALSE;
5611 list_remove(&control_frame->entry);
5612 heap_free(control_frame);
5613 return; /* Instruction is handled */
5615 /* In case of an ifc, generate a HW shader instruction */
5616 if (control_frame->type != IFC)
5617 ERR("Control frame does not match.\n");
5620 if(priv->muted)
5622 pop_control_frame(ins);
5623 return;
5626 /* Select handler */
5627 hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5629 /* Unhandled opcode */
5630 if (!hw_fct)
5632 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
5633 return;
5635 hw_fct(ins);
5637 pop_control_frame(ins);
5639 shader_arb_add_instruction_modifiers(ins);
5642 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5644 struct shader_arb_priv *priv = shader_priv;
5646 return priv->ffp_proj_control;
5649 static void shader_arb_precompile(void *shader_priv, struct wined3d_shader *shader) {}
5651 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5653 shader_arb_handle_instruction,
5654 shader_arb_precompile,
5655 shader_arb_select,
5656 shader_arb_select_compute,
5657 shader_arb_disable,
5658 shader_arb_update_float_vertex_constants,
5659 shader_arb_update_float_pixel_constants,
5660 shader_arb_load_constants,
5661 shader_arb_destroy,
5662 shader_arb_alloc,
5663 shader_arb_free,
5664 shader_arb_allocate_context_data,
5665 shader_arb_free_context_data,
5666 shader_arb_init_context_state,
5667 shader_arb_get_caps,
5668 shader_arb_color_fixup_supported,
5669 shader_arb_has_ffp_proj_control,
5672 /* ARB_fragment_program fixed function pipeline replacement definitions */
5673 #define ARB_FFP_CONST_TFACTOR 0
5674 #define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
5675 #define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
5676 #define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 1)
5677 #define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5678 #define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5679 #define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5681 struct arbfp_ffp_desc
5683 struct ffp_frag_desc parent;
5684 GLuint shader;
5687 /* Context activation is done by the caller. */
5688 static void arbfp_enable(const struct wined3d_context *context, BOOL enable)
5690 const struct wined3d_gl_info *gl_info = context->gl_info;
5692 if (enable)
5694 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5695 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5697 else
5699 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5700 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5704 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5706 struct shader_arb_priv *priv;
5708 /* Share private data between the shader backend and the pipeline
5709 * replacement, if both are the arb implementation. This is needed to
5710 * figure out whether ARBfp should be disabled if no pixel shader is bound
5711 * or not. */
5712 if (shader_backend == &arb_program_shader_backend)
5713 priv = shader_priv;
5714 else if (!(priv = heap_alloc_zero(sizeof(*priv))))
5715 return NULL;
5717 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
5718 priv->use_arbfp_fixed_func = TRUE;
5720 return priv;
5723 /* Context activation is done by the caller. */
5724 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *param)
5726 struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5727 struct wined3d_context_gl *context_gl = param;
5728 const struct wined3d_gl_info *gl_info;
5730 gl_info = context_gl->c.gl_info;
5731 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5732 checkGLcall("delete ffp program");
5733 heap_free(entry_arb);
5736 /* Context activation is done by the caller. */
5737 static void arbfp_free(struct wined3d_device *device, struct wined3d_context *context)
5739 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5740 struct shader_arb_priv *priv = device->fragment_priv;
5742 wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, context_gl);
5743 priv->use_arbfp_fixed_func = FALSE;
5745 if (device->shader_backend != &arb_program_shader_backend)
5746 heap_free(device->fragment_priv);
5749 static void arbfp_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5751 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5753 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5754 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
5755 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
5756 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5757 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
5758 WINED3DTEXOPCAPS_SELECTARG1 |
5759 WINED3DTEXOPCAPS_SELECTARG2 |
5760 WINED3DTEXOPCAPS_MODULATE4X |
5761 WINED3DTEXOPCAPS_MODULATE2X |
5762 WINED3DTEXOPCAPS_MODULATE |
5763 WINED3DTEXOPCAPS_ADDSIGNED2X |
5764 WINED3DTEXOPCAPS_ADDSIGNED |
5765 WINED3DTEXOPCAPS_ADD |
5766 WINED3DTEXOPCAPS_SUBTRACT |
5767 WINED3DTEXOPCAPS_ADDSMOOTH |
5768 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5769 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5770 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5771 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5772 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
5773 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5774 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5775 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
5776 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
5777 WINED3DTEXOPCAPS_DOTPRODUCT3 |
5778 WINED3DTEXOPCAPS_MULTIPLYADD |
5779 WINED3DTEXOPCAPS_LERP |
5780 WINED3DTEXOPCAPS_BUMPENVMAP |
5781 WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5783 /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5785 caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES;
5786 caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_TEXTURES);
5789 static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5791 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5794 static void state_texfactor_arbfp(struct wined3d_context *context,
5795 const struct wined3d_state *state, DWORD state_id)
5797 const struct wined3d_gl_info *gl_info = context->gl_info;
5798 struct wined3d_device *device = context->device;
5799 struct wined3d_color color;
5801 if (device->shader_backend == &arb_program_shader_backend)
5803 struct shader_arb_priv *priv;
5805 /* Don't load the parameter if we're using an arbfp pixel shader,
5806 * otherwise we'll overwrite application provided constants. */
5807 if (use_ps(state))
5808 return;
5810 priv = device->shader_priv;
5811 priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5812 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5815 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
5816 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r));
5817 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, &color.r)");
5820 static void state_tss_constant_arbfp(struct wined3d_context *context,
5821 const struct wined3d_state *state, DWORD state_id)
5823 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5824 const struct wined3d_gl_info *gl_info = context->gl_info;
5825 struct wined3d_device *device = context->device;
5826 struct wined3d_color color;
5828 if (device->shader_backend == &arb_program_shader_backend)
5830 struct shader_arb_priv *priv;
5832 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5833 * application provided constants.
5835 if (use_ps(state))
5836 return;
5838 priv = device->shader_priv;
5839 priv->pshader_const_dirty[ARB_FFP_CONST_CONSTANT(stage)] = 1;
5840 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_CONSTANT(stage) + 1);
5843 wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
5844 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r));
5845 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_CONSTANT(stage), &color.r)");
5848 static void state_arb_specularenable(struct wined3d_context *context,
5849 const struct wined3d_state *state, DWORD state_id)
5851 const struct wined3d_gl_info *gl_info = context->gl_info;
5852 struct wined3d_device *device = context->device;
5853 float col[4];
5855 if (device->shader_backend == &arb_program_shader_backend)
5857 struct shader_arb_priv *priv;
5859 /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5860 * application provided constants.
5862 if (use_ps(state))
5863 return;
5865 priv = device->shader_priv;
5866 priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5867 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5870 if (state->render_states[WINED3D_RS_SPECULARENABLE])
5872 /* The specular color has no alpha */
5873 col[0] = 1.0f; col[1] = 1.0f;
5874 col[2] = 1.0f; col[3] = 0.0f;
5875 } else {
5876 col[0] = 0.0f; col[1] = 0.0f;
5877 col[2] = 0.0f; col[3] = 0.0f;
5879 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5880 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5883 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5885 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5886 const struct wined3d_gl_info *gl_info = context->gl_info;
5887 struct wined3d_device *device = context->device;
5888 float mat[2][2];
5890 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5892 if (device->shader_backend == &arb_program_shader_backend)
5894 struct shader_arb_priv *priv = device->shader_priv;
5896 /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants. */
5897 if (use_ps(state))
5898 return;
5900 priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5901 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5904 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5905 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5906 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5907 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5909 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5910 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5913 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5914 const struct wined3d_state *state, DWORD state_id)
5916 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5917 const struct wined3d_gl_info *gl_info = context->gl_info;
5918 struct wined3d_device *device = context->device;
5919 float param[4];
5921 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
5923 if (device->shader_backend == &arb_program_shader_backend)
5925 struct shader_arb_priv *priv = device->shader_priv;
5927 /* Exit now, don't set the luminance below, otherwise we may overwrite pixel shader constants. */
5928 if (use_ps(state))
5929 return;
5931 priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5932 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5935 param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5936 param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5937 param[2] = 0.0f;
5938 param[3] = 0.0f;
5940 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5941 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5944 static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5946 const struct wined3d_gl_info *gl_info = context->gl_info;
5947 int glParm;
5948 float ref;
5950 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5952 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
5954 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
5955 checkGLcall("glEnable GL_ALPHA_TEST");
5957 else
5959 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
5960 checkGLcall("glDisable GL_ALPHA_TEST");
5961 return;
5964 ref = wined3d_alpha_ref(state);
5965 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
5967 if (glParm)
5969 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
5970 checkGLcall("glAlphaFunc");
5974 static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5976 const struct wined3d_texture *texture = state->textures[0];
5977 const struct wined3d_gl_info *gl_info = context->gl_info;
5978 struct wined3d_device *device = context->device;
5979 struct wined3d_color float_key[2];
5981 if (!texture)
5982 return;
5984 if (device->shader_backend == &arb_program_shader_backend)
5986 struct shader_arb_priv *priv;
5988 /* Don't load the parameter if we're using an arbfp pixel shader,
5989 * otherwise we'll overwrite application provided constants. */
5990 if (use_ps(state))
5991 return;
5993 priv = device->shader_priv;
5994 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_LOW] = 1;
5995 priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_HIGH] = 1;
5996 priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY_HIGH + 1);
5999 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
6001 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r));
6002 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
6003 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r));
6004 checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
6007 static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
6009 const char *ret;
6011 if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
6013 switch(arg & WINED3DTA_SELECTMASK) {
6014 case WINED3DTA_DIFFUSE:
6015 ret = "fragment.color.primary"; break;
6017 case WINED3DTA_CURRENT:
6018 ret = "ret";
6019 break;
6021 case WINED3DTA_TEXTURE:
6022 switch(stage) {
6023 case 0: ret = "tex0"; break;
6024 case 1: ret = "tex1"; break;
6025 case 2: ret = "tex2"; break;
6026 case 3: ret = "tex3"; break;
6027 case 4: ret = "tex4"; break;
6028 case 5: ret = "tex5"; break;
6029 case 6: ret = "tex6"; break;
6030 case 7: ret = "tex7"; break;
6031 default: ret = "unknown texture";
6033 break;
6035 case WINED3DTA_TFACTOR:
6036 ret = "tfactor"; break;
6038 case WINED3DTA_SPECULAR:
6039 ret = "fragment.color.secondary"; break;
6041 case WINED3DTA_TEMP:
6042 ret = "tempreg"; break;
6044 case WINED3DTA_CONSTANT:
6045 switch(stage) {
6046 case 0: ret = "const0"; break;
6047 case 1: ret = "const1"; break;
6048 case 2: ret = "const2"; break;
6049 case 3: ret = "const3"; break;
6050 case 4: ret = "const4"; break;
6051 case 5: ret = "const5"; break;
6052 case 6: ret = "const6"; break;
6053 case 7: ret = "const7"; break;
6054 default: ret = "unknown constant";
6056 break;
6058 default:
6059 return "unknown";
6062 if(arg & WINED3DTA_COMPLEMENT) {
6063 shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
6064 if(argnum == 0) ret = "arg0";
6065 if(argnum == 1) ret = "arg1";
6066 if(argnum == 2) ret = "arg2";
6068 if(arg & WINED3DTA_ALPHAREPLICATE) {
6069 shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
6070 if(argnum == 0) ret = "arg0";
6071 if(argnum == 1) ret = "arg1";
6072 if(argnum == 2) ret = "arg2";
6074 return ret;
6077 static void gen_ffp_instr(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
6078 BOOL alpha, BOOL tmp_dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
6080 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
6081 unsigned int mul = 1;
6083 if (color && alpha)
6084 dstmask = "";
6085 else if (color)
6086 dstmask = ".xyz";
6087 else
6088 dstmask = ".w";
6090 dstreg = tmp_dst ? "tempreg" : "ret";
6092 arg0 = get_argreg(buffer, 0, stage, dw_arg0);
6093 arg1 = get_argreg(buffer, 1, stage, dw_arg1);
6094 arg2 = get_argreg(buffer, 2, stage, dw_arg2);
6096 switch (op)
6098 case WINED3D_TOP_DISABLE:
6099 break;
6101 case WINED3D_TOP_SELECT_ARG2:
6102 arg1 = arg2;
6103 /* FALLTHROUGH */
6104 case WINED3D_TOP_SELECT_ARG1:
6105 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6106 break;
6108 case WINED3D_TOP_MODULATE_4X:
6109 mul = 2;
6110 /* FALLTHROUGH */
6111 case WINED3D_TOP_MODULATE_2X:
6112 mul *= 2;
6113 /* FALLTHROUGH */
6114 case WINED3D_TOP_MODULATE:
6115 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6116 break;
6118 case WINED3D_TOP_ADD_SIGNED_2X:
6119 mul = 2;
6120 /* FALLTHROUGH */
6121 case WINED3D_TOP_ADD_SIGNED:
6122 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6123 arg2 = "arg2";
6124 /* FALLTHROUGH */
6125 case WINED3D_TOP_ADD:
6126 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6127 break;
6129 case WINED3D_TOP_SUBTRACT:
6130 shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6131 break;
6133 case WINED3D_TOP_ADD_SMOOTH:
6134 shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6135 shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6136 break;
6138 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6139 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6140 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6141 break;
6142 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6143 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6144 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6145 break;
6146 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6147 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6148 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6149 break;
6150 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6151 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6152 shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6153 break;
6155 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6156 arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6157 shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6158 shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6159 break;
6161 /* D3DTOP_PREMODULATE ???? */
6163 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6164 shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6165 shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6166 break;
6167 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6168 shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6169 break;
6170 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6171 shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6172 shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6173 break;
6174 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6175 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6176 break;
6178 case WINED3D_TOP_DOTPRODUCT3:
6179 mul = 4;
6180 shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6181 shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6182 shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6183 break;
6185 case WINED3D_TOP_MULTIPLY_ADD:
6186 shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6187 break;
6189 case WINED3D_TOP_LERP:
6190 /* The msdn is not quite right here */
6191 shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6192 break;
6194 case WINED3D_TOP_BUMPENVMAP:
6195 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6196 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6197 break;
6199 default:
6200 FIXME("Unhandled texture op %08x\n", op);
6203 if (mul == 2)
6204 shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6205 else if (mul == 4)
6206 shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6209 static const char *arbfp_texture_target(enum wined3d_gl_resource_type type)
6211 switch(type)
6213 case WINED3D_GL_RES_TYPE_TEX_1D:
6214 return "1D";
6215 case WINED3D_GL_RES_TYPE_TEX_2D:
6216 return "2D";
6217 case WINED3D_GL_RES_TYPE_TEX_3D:
6218 return "3D";
6219 case WINED3D_GL_RES_TYPE_TEX_CUBE:
6220 return "CUBE";
6221 case WINED3D_GL_RES_TYPE_TEX_RECT:
6222 return "RECT";
6223 default:
6224 return "unexpected_resource_type";
6228 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6230 BYTE tex_read = 0, bump_used = 0, luminance_used = 0, constant_used = 0;
6231 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6232 unsigned int stage, lowest_disabled_stage;
6233 struct wined3d_string_buffer buffer;
6234 struct color_fixup_masks masks;
6235 BOOL custom_linear_fog = FALSE;
6236 const char *textype, *instr;
6237 DWORD arg0, arg1, arg2;
6238 char colorcor_dst[8];
6239 BOOL op_equal;
6240 GLuint ret;
6242 if (!string_buffer_init(&buffer))
6244 ERR("Failed to initialize shader buffer.\n");
6245 return 0;
6248 shader_addline(&buffer, "!!ARBfp1.0\n");
6250 if (settings->color_key_enabled)
6252 shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
6253 shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
6254 tex_read |= 1;
6257 /* Find out which textures are read */
6258 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6260 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6261 break;
6263 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6264 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6265 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6267 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6268 tex_read |= 1u << stage;
6269 if (settings->op[stage].tmp_dst)
6270 tempreg_used = TRUE;
6271 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6272 tempreg_used = TRUE;
6273 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6274 tfactor_used = TRUE;
6275 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6276 constant_used |= 1u << stage;
6278 switch (settings->op[stage].cop)
6280 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6281 luminance_used |= 1u << stage;
6282 /* fall through */
6283 case WINED3D_TOP_BUMPENVMAP:
6284 bump_used |= 1u << stage;
6285 /* fall through */
6286 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6287 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6288 tex_read |= 1u << stage;
6289 break;
6291 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6292 tfactor_used = TRUE;
6293 break;
6295 default:
6296 break;
6299 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6300 continue;
6302 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6303 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6304 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6306 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
6307 tex_read |= 1u << stage;
6308 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
6309 tempreg_used = TRUE;
6310 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
6311 tfactor_used = TRUE;
6312 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
6313 constant_used |= 1u << stage;
6315 lowest_disabled_stage = stage;
6317 switch (settings->fog)
6319 case WINED3D_FFP_PS_FOG_OFF: break;
6320 case WINED3D_FFP_PS_FOG_LINEAR:
6321 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
6323 custom_linear_fog = TRUE;
6324 break;
6326 shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
6327 break;
6329 case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
6330 case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
6331 default: FIXME("Unexpected fog setting %d\n", settings->fog);
6334 shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6335 shader_addline(&buffer, "TEMP TMP;\n");
6336 shader_addline(&buffer, "TEMP ret;\n");
6337 if (tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6338 shader_addline(&buffer, "TEMP arg0;\n");
6339 shader_addline(&buffer, "TEMP arg1;\n");
6340 shader_addline(&buffer, "TEMP arg2;\n");
6341 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6343 if (constant_used & (1u << stage))
6344 shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
6346 if (!(tex_read & (1u << stage)))
6347 continue;
6349 shader_addline(&buffer, "TEMP tex%u;\n", stage);
6351 if (!(bump_used & (1u << stage)))
6352 continue;
6353 shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6355 if (!(luminance_used & (1u << stage)))
6356 continue;
6357 shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6359 if (tfactor_used)
6360 shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6361 shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6363 if (settings->sRGB_write)
6365 shader_addline(&buffer, "PARAM srgb_consts0 = ");
6366 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const0);
6367 shader_addline(&buffer, ";\n");
6368 shader_addline(&buffer, "PARAM srgb_consts1 = ");
6369 shader_arb_append_imm_vec4(&buffer, wined3d_srgb_const1);
6370 shader_addline(&buffer, ";\n");
6373 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6374 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6376 if (tempreg_used || settings->sRGB_write)
6377 shader_addline(&buffer, "MOV tempreg, 0.0;\n");
6379 /* Generate texture sampling instructions */
6380 for (stage = 0; stage < WINED3D_MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6382 if (!(tex_read & (1u << stage)))
6383 continue;
6385 textype = arbfp_texture_target(settings->op[stage].tex_type);
6387 if (settings->op[stage].projected == WINED3D_PROJECTION_NONE)
6389 instr = "TEX";
6391 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4
6392 || settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6394 instr = "TXP";
6396 else
6398 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6399 instr = "TXP";
6402 if (stage > 0
6403 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6404 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6406 shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6407 shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6408 shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6409 shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6411 /* With projective textures, texbem only divides the static
6412 * texture coordinate, not the displacement, so multiply the
6413 * displacement with the dividing parameter before passing it to
6414 * TXP. */
6415 if (settings->op[stage].projected != WINED3D_PROJECTION_NONE)
6417 if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4)
6419 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6420 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n",
6421 stage, stage);
6423 else
6425 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6426 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n",
6427 stage, stage);
6430 else
6432 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6435 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6436 instr, stage, stage, textype);
6437 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6439 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6440 stage - 1, stage - 1, stage - 1);
6441 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6444 else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
6446 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6447 shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6448 shader_addline(&buffer, "%s tex%u, ret, texture[%u], %s;\n",
6449 instr, stage, stage, textype);
6451 else
6453 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6454 instr, stage, stage, stage, textype);
6457 sprintf(colorcor_dst, "tex%u", stage);
6458 masks = calc_color_correction(settings->op[stage].color_fixup, WINED3DSP_WRITEMASK_ALL);
6459 gen_color_correction(&buffer, colorcor_dst, colorcor_dst, "const.x", "const.y",
6460 settings->op[stage].color_fixup, masks);
6463 if (settings->color_key_enabled)
6465 shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
6466 shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */
6467 shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */
6468 shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
6469 shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
6470 shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */
6473 shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
6475 /* Generate the main shader */
6476 for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
6478 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6479 break;
6481 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6482 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6483 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6484 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6485 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6486 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6487 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6488 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6489 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6490 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6491 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6492 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6493 else
6494 op_equal = settings->op[stage].aop == settings->op[stage].cop
6495 && settings->op[stage].carg0 == settings->op[stage].aarg0
6496 && settings->op[stage].carg1 == settings->op[stage].aarg1
6497 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6499 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6501 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6502 settings->op[stage].cop, settings->op[stage].carg0,
6503 settings->op[stage].carg1, settings->op[stage].carg2);
6505 else if (op_equal)
6507 gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].tmp_dst,
6508 settings->op[stage].cop, settings->op[stage].carg0,
6509 settings->op[stage].carg1, settings->op[stage].carg2);
6511 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
6512 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6514 gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
6515 settings->op[stage].cop, settings->op[stage].carg0,
6516 settings->op[stage].carg1, settings->op[stage].carg2);
6517 gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].tmp_dst,
6518 settings->op[stage].aop, settings->op[stage].aarg0,
6519 settings->op[stage].aarg1, settings->op[stage].aarg2);
6523 if (settings->sRGB_write || custom_linear_fog)
6525 shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, ret;\n");
6526 if (settings->sRGB_write)
6527 arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6528 if (custom_linear_fog)
6529 arbfp_add_linear_fog(&buffer, "ret", "arg0");
6530 shader_addline(&buffer, "MOV result.color, ret;\n");
6532 else
6534 shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, ret;\n");
6537 /* Footer */
6538 shader_addline(&buffer, "END\n");
6540 /* Generate the shader */
6541 GL_EXTCALL(glGenProgramsARB(1, &ret));
6542 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6543 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
6545 string_buffer_free(&buffer);
6546 return ret;
6549 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6551 const struct wined3d_gl_info *gl_info = context->gl_info;
6552 const struct wined3d_device *device = context->device;
6553 struct shader_arb_priv *priv = device->fragment_priv;
6554 BOOL use_pshader = use_ps(state);
6555 struct ffp_frag_settings settings;
6556 const struct arbfp_ffp_desc *desc;
6557 unsigned int i;
6559 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6561 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6563 if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6565 /* Reload fixed function constants since they collide with the
6566 * pixel shader constants. */
6567 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
6569 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6570 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6572 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6573 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6574 color_key_arbfp(context, state, STATE_COLOR_KEY);
6576 else if (use_pshader)
6578 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6580 return;
6583 if (!use_pshader)
6585 /* Find or create a shader implementing the fixed function pipeline
6586 * settings, then activate it. */
6587 gen_ffp_frag_op(context, state, &settings, FALSE);
6588 desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6589 if (!desc)
6591 struct arbfp_ffp_desc *new_desc;
6593 if (!(new_desc = heap_alloc(sizeof(*new_desc))))
6595 ERR("Out of memory\n");
6596 return;
6599 new_desc->parent.settings = settings;
6600 new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6601 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6602 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6603 desc = new_desc;
6606 /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6607 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6608 * deactivate it.
6610 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6611 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6612 priv->current_fprogram_id = desc->shader;
6614 if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6616 /* Reload fixed function constants since they collide with the
6617 * pixel shader constants. */
6618 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
6620 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6621 state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
6623 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6624 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6625 color_key_arbfp(context, state, STATE_COLOR_KEY);
6627 context->last_was_pshader = FALSE;
6629 else if (!context->last_was_pshader)
6631 if (device->shader_backend == &arb_program_shader_backend)
6632 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6633 context->last_was_pshader = TRUE;
6636 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
6639 /* We can't link the fog states to the fragment state directly since the
6640 * vertex pipeline links them to FOGENABLE. A different linking in different
6641 * pipeline parts can't be expressed in the combined state table, so we need
6642 * to handle that with a forwarding function. The other invisible side effect
6643 * is that changing the fog start and fog end (which links to FOGENABLE in
6644 * vertex) results in the fragment_prog_arbfp function being called because
6645 * FOGENABLE is dirty, which calls this function here. */
6646 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6648 enum fogsource new_source;
6649 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
6650 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
6652 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6654 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6655 fragment_prog_arbfp(context, state, state_id);
6657 if (!state->render_states[WINED3D_RS_FOGENABLE])
6658 return;
6660 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6662 if (use_vs(state))
6664 new_source = FOGSOURCE_VS;
6666 else
6668 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6669 new_source = FOGSOURCE_COORD;
6670 else
6671 new_source = FOGSOURCE_FFP;
6674 else
6676 new_source = FOGSOURCE_FFP;
6679 if (new_source != context->fog_source || fogstart == fogend)
6681 context->fog_source = new_source;
6682 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6686 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6688 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
6689 fragment_prog_arbfp(context, state, state_id);
6692 static const struct wined3d_state_entry_template arbfp_fragmentstate_template[] =
6694 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
6695 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6696 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6697 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6698 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6699 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6700 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6701 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6702 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6703 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6704 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6705 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6706 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6707 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6708 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6709 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6710 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6711 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6712 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6713 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6714 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6715 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6716 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6717 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6718 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6719 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6720 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6721 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6722 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6723 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6724 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6725 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6726 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6727 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6728 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6729 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6730 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6731 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6732 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6733 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6734 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6735 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6736 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6737 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6738 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6739 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6740 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6741 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6742 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6743 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6744 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6745 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6746 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6747 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6748 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6749 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6750 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6751 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6752 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6753 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6754 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6755 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6756 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6757 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6758 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6759 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6760 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6761 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6762 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6763 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6764 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6765 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6766 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6767 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6768 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6769 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6770 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6771 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6772 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6773 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6774 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6775 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6776 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6777 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6778 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6779 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6780 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6781 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6782 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6783 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6784 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6785 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6786 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6787 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6788 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6789 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6790 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6791 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6792 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6793 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6794 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6795 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6796 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6797 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6798 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6799 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6800 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6801 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6802 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6803 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6804 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6805 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6806 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6807 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6808 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6809 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat_arbfp }, WINED3D_GL_EXT_NONE },
6810 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6811 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6812 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
6813 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
6814 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
6815 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
6816 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6817 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
6818 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
6819 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6820 {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
6821 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
6822 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6823 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
6824 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
6825 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
6826 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB },
6827 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
6828 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
6829 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
6830 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6831 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6832 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6833 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6834 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6835 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6836 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6837 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform}, WINED3D_GL_EXT_NONE },
6838 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6839 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6840 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6841 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6842 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6843 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6844 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6845 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), state_tss_constant_arbfp}, WINED3D_GL_EXT_NONE },
6846 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
6847 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
6848 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
6851 static BOOL arbfp_alloc_context_data(struct wined3d_context *context)
6853 return TRUE;
6856 static void arbfp_free_context_data(struct wined3d_context *context)
6860 const struct wined3d_fragment_pipe_ops arbfp_fragment_pipeline =
6862 arbfp_enable,
6863 arbfp_get_caps,
6864 arbfp_get_emul_mask,
6865 arbfp_alloc,
6866 arbfp_free,
6867 arbfp_alloc_context_data,
6868 arbfp_free_context_data,
6869 shader_arb_color_fixup_supported,
6870 arbfp_fragmentstate_template,
6873 struct arbfp_blit_type
6875 enum complex_fixup fixup : 4;
6876 enum wined3d_gl_resource_type res_type : 3;
6877 DWORD use_color_key : 1;
6878 DWORD padding : 24;
6881 struct arbfp_blit_desc
6883 GLuint shader;
6884 struct arbfp_blit_type type;
6885 struct wine_rb_entry entry;
6888 #define ARBFP_BLIT_PARAM_SIZE 0
6889 #define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
6890 #define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
6892 struct wined3d_arbfp_blitter
6894 struct wined3d_blitter blitter;
6895 struct wine_rb_tree shaders;
6896 GLuint palette_texture;
6899 static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
6901 const struct arbfp_blit_type *ka = key;
6902 const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
6904 return memcmp(ka, kb, sizeof(*ka));
6907 /* Context activation is done by the caller. */
6908 static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *ctx)
6910 struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
6911 const struct wined3d_gl_info *gl_info;
6912 struct wined3d_context_gl *context_gl;
6914 context_gl = ctx;
6915 gl_info = context_gl->c.gl_info;
6917 GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
6918 checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
6919 heap_free(entry_arb);
6922 /* Context activation is done by the caller. */
6923 static void arbfp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
6925 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
6926 const struct wined3d_gl_info *gl_info = context->gl_info;
6927 struct wined3d_arbfp_blitter *arbfp_blitter;
6928 struct wined3d_blitter *next;
6930 if ((next = blitter->next))
6931 next->ops->blitter_destroy(next, context);
6933 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
6935 wine_rb_destroy(&arbfp_blitter->shaders, arbfp_free_blit_shader, context_gl);
6936 checkGLcall("Delete blit programs");
6938 if (arbfp_blitter->palette_texture)
6939 gl_info->gl_ops.gl.p_glDeleteTextures(1, &arbfp_blitter->palette_texture);
6941 heap_free(arbfp_blitter);
6944 static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer,
6945 const struct arbfp_blit_type *type, char *luminance)
6947 char chroma;
6948 const char *tex, *texinstr = "TXP";
6950 if (type->fixup == COMPLEX_FIXUP_UYVY)
6952 chroma = 'x';
6953 *luminance = 'w';
6955 else
6957 chroma = 'w';
6958 *luminance = 'x';
6961 tex = arbfp_texture_target(type->res_type);
6962 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
6963 texinstr = "TEX";
6965 /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6966 * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6967 * filtering when we sample the texture.
6969 * These are the rules for reading the chroma:
6971 * Even pixel: Cr
6972 * Even pixel: U
6973 * Odd pixel: V
6975 * So we have to get the sampling x position in non-normalized coordinates in integers
6977 if (type->res_type != WINED3D_GL_RES_TYPE_TEX_RECT)
6979 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6980 shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6982 else
6984 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6986 /* We must not allow filtering between pixel x and x+1, this would mix U and V
6987 * Vertical filtering is ok. However, bear in mind that the pixel center is at
6988 * 0.5, so add 0.5.
6990 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6991 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6993 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
6994 * and 0.75 for the even and odd pixels respectively. */
6995 shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6996 shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6998 /* Sample Pixel 1. */
6999 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7001 /* Put the value into either of the chroma values */
7002 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7003 shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
7004 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7005 shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
7007 /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
7008 * the pixel right to the current one. Otherwise, sample the left pixel.
7009 * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
7011 shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
7012 shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
7013 shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
7015 /* Put the value into the other chroma */
7016 shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
7017 shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
7018 shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
7019 shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
7021 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
7022 * the current one and lerp the two U and V values
7025 /* This gives the correctly filtered luminance value */
7026 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
7029 static void gen_yv12_read(struct wined3d_string_buffer *buffer,
7030 const struct arbfp_blit_type *type, char *luminance)
7032 const char *tex;
7033 static const float yv12_coef[]
7034 = {2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f};
7036 tex = arbfp_texture_target(type->res_type);
7038 /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7039 * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
7040 * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
7041 * pitch of the luminance plane, the packing into the gl texture is a bit
7042 * unfortunate. If the whole texture is interpreted as luminance data it looks
7043 * approximately like this:
7045 * +----------------------------------+----
7046 * | |
7047 * | |
7048 * | |
7049 * | |
7050 * | | 2
7051 * | LUMINANCE | -
7052 * | | 3
7053 * | |
7054 * | |
7055 * | |
7056 * | |
7057 * +----------------+-----------------+----
7058 * | | |
7059 * | V even rows | V odd rows |
7060 * | | | 1
7061 * +----------------+------------------ -
7062 * | | | 3
7063 * | U even rows | U odd rows |
7064 * | | |
7065 * +----------------+-----------------+----
7066 * | | |
7067 * | 0.5 | 0.5 |
7069 * So it appears as if there are 4 chroma images, but in fact the odd rows
7070 * in the chroma images are in the same row as the even ones. So it is
7071 * kinda tricky to read
7073 * When reading from rectangle textures, keep in mind that the input y coordinates
7074 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
7076 shader_addline(buffer, "PARAM yv12_coef = ");
7077 shader_arb_append_imm_vec4(buffer, yv12_coef);
7078 shader_addline(buffer, ";\n");
7080 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7081 /* the chroma planes have only half the width */
7082 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7084 /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
7085 * the coordinate. Also read the right side of the image when reading odd lines
7087 * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
7088 * bleeding
7090 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7092 shader_addline(buffer, "RCP chroma.w, size.y;\n");
7094 shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
7096 shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
7097 shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
7099 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7100 shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7101 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7102 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7103 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7105 /* clamp, keep the half pixel origin in mind */
7106 shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
7107 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7108 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
7109 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7111 else
7113 /* The y coordinate for V is in the range [size, size + size / 4). */
7114 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7115 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
7117 /* Read odd lines from the right side (add size * 0.5 to the x coordinate). */
7118 shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
7119 shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
7120 shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
7121 shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
7122 shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
7124 /* Make sure to read exactly from the pixel center */
7125 shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
7126 shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
7128 /* Clamp */
7129 shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
7130 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7131 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7132 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7133 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7135 /* Read the texture, put the result into the output register */
7136 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7137 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7139 /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
7140 * No need to clamp because we're just reusing the already clamped value from above
7142 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7143 shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
7144 else
7145 shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
7146 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7147 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7149 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7150 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7151 * values due to filtering
7153 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7154 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7156 /* Multiply the y coordinate by 2/3 and clamp it */
7157 shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
7158 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
7159 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7160 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7162 else
7164 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7165 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7166 * is bigger
7168 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7169 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7170 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7172 *luminance = 'a';
7175 static void gen_nv12_read(struct wined3d_string_buffer *buffer,
7176 const struct arbfp_blit_type *type, char *luminance)
7178 const char *tex;
7179 static const float nv12_coef[]
7180 = {2.0f / 3.0f, 1.0f / 3.0f, 1.0f, 1.0f};
7182 tex = arbfp_texture_target(type->res_type);
7184 /* NV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
7185 * sized plane where each component is an UV pair. So the effective
7186 * bitdepth is 12 bits per pixel If the whole texture is interpreted as luminance
7187 * data it looks approximately like this:
7189 * +----------------------------------+----
7190 * | |
7191 * | |
7192 * | |
7193 * | |
7194 * | | 2
7195 * | LUMINANCE | -
7196 * | | 3
7197 * | |
7198 * | |
7199 * | |
7200 * | |
7201 * +----------------------------------+----
7202 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7203 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
7204 * | | 1
7205 * | | -
7206 * | | 3
7207 * | |
7208 * | |
7209 * +----------------------------------+----
7211 * When reading from rectangle textures, keep in mind that the input y coordinates
7212 * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height. */
7214 shader_addline(buffer, "PARAM nv12_coef = ");
7215 shader_arb_append_imm_vec4(buffer, nv12_coef);
7216 shader_addline(buffer, ";\n");
7218 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7219 /* We only have half the number of chroma pixels. */
7220 shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
7222 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7224 shader_addline(buffer, "RCP chroma.w, size.x;\n");
7225 shader_addline(buffer, "RCP chroma.z, size.y;\n");
7227 shader_addline(buffer, "MAD texcrd.y, texcrd.y, nv12_coef.y, nv12_coef.x;\n");
7229 /* We must not allow filtering horizontally, this would mix U and V.
7230 * Vertical filtering is ok. However, bear in mind that the pixel center is at
7231 * 0.5, so add 0.5. */
7233 /* Convert to non-normalized coordinates so we can find the
7234 * individual pixel. */
7235 shader_addline(buffer, "MUL texcrd.x, texcrd.x, size.x;\n");
7236 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7237 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7238 * add 0.5 to hit the center of the pixel. */
7239 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7241 /* Convert back to normalized coordinates. */
7242 shader_addline(buffer, "MUL texcrd.x, texcrd.x, chroma.w;\n");
7244 /* Clamp, keep the half pixel origin in mind. */
7245 shader_addline(buffer, "MAD temp.y, coef.y, chroma.z, nv12_coef.x;\n");
7246 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7247 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.z, nv12_coef.z;\n");
7248 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7250 else
7252 /* The y coordinate for chroma is in the range [size, size + size / 2). */
7253 shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.y, size.y;\n");
7255 shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
7256 /* Multiply by 2 since chroma components are stored in UV pixel pairs,
7257 * add 0.5 to hit the center of the pixel. */
7258 shader_addline(buffer, "MAD texcrd.x, texcrd.x, coef.z, coef.y;\n");
7260 /* Clamp */
7261 shader_addline(buffer, "MAD temp.y, size.y, coef.y, size.y;\n");
7262 shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
7263 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7264 shader_addline(buffer, "ADD temp.y, size.y, coef.y;\n");
7265 shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
7267 /* Read the texture, put the result into the output register. */
7268 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7269 shader_addline(buffer, "MOV chroma.y, temp.w;\n");
7271 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7273 /* Add 1/size.x */
7274 shader_addline(buffer, "ADD texcrd.x, texcrd.x, chroma.w;\n");
7276 else
7278 /* Add 1 */
7279 shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.x;\n");
7281 shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
7282 shader_addline(buffer, "MOV chroma.x, temp.w;\n");
7284 /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
7285 * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
7286 * values due to filtering. */
7287 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7288 if (type->res_type == WINED3D_GL_RES_TYPE_TEX_2D)
7290 /* Multiply the y coordinate by 2/3 and clamp it */
7291 shader_addline(buffer, "MUL texcrd.y, texcrd.y, nv12_coef.x;\n");
7292 shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, nv12_coef.x;\n");
7293 shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
7294 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7296 else
7298 /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
7299 * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
7300 * is bigger
7302 shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
7303 shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
7304 shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
7306 *luminance = 'a';
7309 /* Context activation is done by the caller. */
7310 static GLuint gen_p8_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7312 GLuint shader;
7313 struct wined3d_string_buffer buffer;
7314 const char *tex_target = arbfp_texture_target(type->res_type);
7316 /* This should not happen because we only use this conversion for
7317 * present blits which don't use color keying. */
7318 if (type->use_color_key)
7319 FIXME("Implement P8 color keying.\n");
7321 /* Shader header */
7322 if (!string_buffer_init(&buffer))
7324 ERR("Failed to initialize shader buffer.\n");
7325 return 0;
7328 GL_EXTCALL(glGenProgramsARB(1, &shader));
7329 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7330 if (!shader)
7332 string_buffer_free(&buffer);
7333 return 0;
7336 shader_addline(&buffer, "!!ARBfp1.0\n");
7337 shader_addline(&buffer, "TEMP index;\n");
7339 /* { 255/256, 0.5/255*255/256, 0, 0 } */
7340 shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7342 /* The alpha-component contains the palette index */
7343 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7345 /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7346 shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7348 /* Use the alpha-component as an index in the palette to get the final color */
7349 shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7350 shader_addline(&buffer, "END\n");
7352 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7354 string_buffer_free(&buffer);
7356 return shader;
7359 /* Context activation is done by the caller. */
7360 static void arbfp_blitter_upload_palette(struct wined3d_arbfp_blitter *blitter,
7361 const struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl)
7363 const struct wined3d_palette *palette = texture_gl->t.swapchain ? texture_gl->t.swapchain->palette : NULL;
7364 const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
7366 if (!blitter->palette_texture)
7367 gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
7369 GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
7370 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture);
7372 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7374 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7375 /* Make sure we have discrete color levels. */
7376 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7377 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7378 /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7379 if (palette)
7381 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
7382 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
7384 else
7386 static const DWORD black;
7387 FIXME("P8 surface loaded without a palette.\n");
7388 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
7389 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
7392 /* Switch back to unit 0 in which the 2D texture will be stored. */
7393 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
7396 /* Context activation is done by the caller. */
7397 static GLuint gen_yuv_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7399 GLuint shader;
7400 struct wined3d_string_buffer buffer;
7401 char luminance_component;
7403 if (type->use_color_key)
7404 FIXME("Implement YUV color keying.\n");
7406 /* Shader header */
7407 if (!string_buffer_init(&buffer))
7409 ERR("Failed to initialize shader buffer.\n");
7410 return 0;
7413 GL_EXTCALL(glGenProgramsARB(1, &shader));
7414 checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7415 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7416 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7417 if (!shader)
7419 string_buffer_free(&buffer);
7420 return 0;
7423 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7424 * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7425 * two chroma(U and V) values. Each macropixel has two luminance values, one for
7426 * each single pixel it contains, and one U and one V value shared between both
7427 * pixels.
7429 * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7430 * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7431 * take the format into account when generating the read swizzles
7433 * Reading the Y value is straightforward - just sample the texture. The hardware
7434 * takes care of filtering in the horizontal and vertical direction.
7436 * Reading the U and V values is harder. We have to avoid filtering horizontally,
7437 * because that would mix the U and V values of one pixel or two adjacent pixels.
7438 * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7439 * regardless of the filtering setting. Vertical filtering works automatically
7440 * though - the U and V values of two rows are mixed nicely.
7442 * Apart of avoiding filtering issues, the code has to know which value it just
7443 * read, and where it can find the other one. To determine this, it checks if
7444 * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7446 * Handling horizontal filtering of U and V values requires reading a 2nd pair
7447 * of pixels, extracting U and V and mixing them. This is not implemented yet.
7449 * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7450 * with width / 2. This way one read gives all 3 values, finding U and V is easy
7451 * in an unfiltered situation. Finding the luminance on the other hand requires
7452 * finding out if it is an odd or even pixel. The real drawback of this approach
7453 * is filtering. This would have to be emulated completely in the shader, reading
7454 * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7455 * vertically. Beyond that it would require adjustments to the texture handling
7456 * code to deal with the width scaling
7458 shader_addline(&buffer, "!!ARBfp1.0\n");
7459 shader_addline(&buffer, "TEMP luminance;\n");
7460 shader_addline(&buffer, "TEMP temp;\n");
7461 shader_addline(&buffer, "TEMP chroma;\n");
7462 shader_addline(&buffer, "TEMP texcrd;\n");
7463 shader_addline(&buffer, "TEMP texcrd2;\n");
7464 shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7465 shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7466 shader_addline(&buffer, "PARAM size = program.local[%u];\n", ARBFP_BLIT_PARAM_SIZE);
7468 switch (type->fixup)
7470 case COMPLEX_FIXUP_UYVY:
7471 case COMPLEX_FIXUP_YUY2:
7472 gen_packed_yuv_read(&buffer, type, &luminance_component);
7473 break;
7475 case COMPLEX_FIXUP_YV12:
7476 gen_yv12_read(&buffer, type, &luminance_component);
7477 break;
7479 case COMPLEX_FIXUP_NV12:
7480 gen_nv12_read(&buffer, type, &luminance_component);
7481 break;
7483 default:
7484 FIXME("Unsupported YUV fixup %#x\n", type->fixup);
7485 string_buffer_free(&buffer);
7486 return 0;
7489 /* Calculate the final result. Formula is taken from
7490 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7491 * ranges from -0.5 to 0.5
7493 shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7495 shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7496 shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7497 shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7498 shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7499 shader_addline(&buffer, "END\n");
7501 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7503 string_buffer_free(&buffer);
7505 return shader;
7508 /* Context activation is done by the caller. */
7509 static GLuint arbfp_gen_plain_shader(const struct wined3d_gl_info *gl_info, const struct arbfp_blit_type *type)
7511 GLuint shader;
7512 struct wined3d_string_buffer buffer;
7513 const char *tex_target = arbfp_texture_target(type->res_type);
7515 /* Shader header */
7516 if (!string_buffer_init(&buffer))
7518 ERR("Failed to initialize shader buffer.\n");
7519 return 0;
7522 GL_EXTCALL(glGenProgramsARB(1, &shader));
7523 if (!shader)
7525 string_buffer_free(&buffer);
7526 return 0;
7528 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7530 shader_addline(&buffer, "!!ARBfp1.0\n");
7532 if (type->use_color_key)
7534 shader_addline(&buffer, "TEMP color;\n");
7535 shader_addline(&buffer, "TEMP less, greater;\n");
7536 shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW);
7537 shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH);
7538 shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7539 shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */
7540 shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */
7541 shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */
7542 shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */
7543 shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */
7544 shader_addline(&buffer, "KIL -less;\n"); /* discard if true */
7545 shader_addline(&buffer, "MOV result.color, color;\n");
7547 else
7549 shader_addline(&buffer, "TEX result.color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
7552 shader_addline(&buffer, "END\n");
7554 shader_arb_compile(gl_info, GL_FRAGMENT_PROGRAM_ARB, buffer.buffer);
7556 string_buffer_free(&buffer);
7558 return shader;
7561 /* Context activation is done by the caller. */
7562 static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wined3d_context_gl *context_gl,
7563 const struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
7564 const struct wined3d_color_key *color_key)
7566 const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
7567 enum complex_fixup fixup;
7568 struct wine_rb_entry *entry;
7569 struct arbfp_blit_type type;
7570 struct arbfp_blit_desc *desc;
7571 struct wined3d_color float_color_key[2];
7572 struct wined3d_vec4 size;
7573 unsigned int level;
7574 GLuint shader;
7576 level = sub_resource_idx % texture_gl->t.level_count;
7577 size.x = wined3d_texture_get_level_pow2_width(&texture_gl->t, level);
7578 size.y = wined3d_texture_get_level_pow2_height(&texture_gl->t, level);
7579 size.z = 1.0f;
7580 size.w = 1.0f;
7582 if (is_complex_fixup(texture_gl->t.resource.format->color_fixup))
7583 fixup = get_complex_fixup(texture_gl->t.resource.format->color_fixup);
7584 else
7585 fixup = COMPLEX_FIXUP_NONE;
7587 switch (texture_gl->target)
7589 case GL_TEXTURE_1D:
7590 type.res_type = WINED3D_GL_RES_TYPE_TEX_1D;
7591 break;
7593 case GL_TEXTURE_2D:
7594 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7595 break;
7597 case GL_TEXTURE_3D:
7598 type.res_type = WINED3D_GL_RES_TYPE_TEX_3D;
7599 break;
7601 case GL_TEXTURE_CUBE_MAP_ARB:
7602 type.res_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
7603 break;
7605 case GL_TEXTURE_RECTANGLE_ARB:
7606 type.res_type = WINED3D_GL_RES_TYPE_TEX_RECT;
7607 break;
7609 default:
7610 ERR("Unexpected GL texture type %#x.\n", texture_gl->target);
7611 type.res_type = WINED3D_GL_RES_TYPE_TEX_2D;
7613 type.fixup = fixup;
7614 type.use_color_key = !!color_key;
7615 type.padding = 0;
7617 if ((entry = wine_rb_get(&blitter->shaders, &type)))
7619 desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
7620 shader = desc->shader;
7622 else
7624 switch (fixup)
7626 case COMPLEX_FIXUP_NONE:
7627 if (!is_identity_fixup(texture_gl->t.resource.format->color_fixup))
7628 FIXME("Implement support for sign or swizzle fixups.\n");
7629 shader = arbfp_gen_plain_shader(gl_info, &type);
7630 break;
7632 case COMPLEX_FIXUP_P8:
7633 shader = gen_p8_shader(gl_info, &type);
7634 break;
7636 case COMPLEX_FIXUP_YUY2:
7637 case COMPLEX_FIXUP_UYVY:
7638 case COMPLEX_FIXUP_YV12:
7639 case COMPLEX_FIXUP_NV12:
7640 shader = gen_yuv_shader(gl_info, &type);
7641 break;
7644 if (!shader)
7646 FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7647 return E_NOTIMPL;
7650 if (!(desc = heap_alloc(sizeof(*desc))))
7651 goto err_out;
7653 desc->type = type;
7654 desc->shader = shader;
7655 if (wine_rb_put(&blitter->shaders, &desc->type, &desc->entry) == -1)
7657 err_out:
7658 ERR("Out of memory\n");
7659 GL_EXTCALL(glDeleteProgramsARB(1, &shader));
7660 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
7661 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
7662 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
7663 heap_free(desc);
7664 return E_OUTOFMEMORY;
7668 if (fixup == COMPLEX_FIXUP_P8)
7669 arbfp_blitter_upload_palette(blitter, texture_gl, context_gl);
7671 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7672 checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7673 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7674 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7675 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_SIZE, &size.x));
7676 checkGLcall("glProgramLocalParameter4fvARB");
7677 if (type.use_color_key)
7679 wined3d_format_get_float_color_key(texture_gl->t.resource.format, color_key, float_color_key);
7680 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7681 ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
7682 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
7683 ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r));
7684 checkGLcall("glProgramLocalParameter4fvARB");
7687 return WINED3D_OK;
7690 /* Context activation is done by the caller. */
7691 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7693 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7694 checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7697 static BOOL arbfp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
7698 const struct wined3d_resource *src_resource, DWORD src_location,
7699 const struct wined3d_resource *dst_resource, DWORD dst_location)
7701 const struct wined3d_format *src_format = src_resource->format;
7702 const struct wined3d_format *dst_format = dst_resource->format;
7703 enum complex_fixup src_fixup;
7704 BOOL decompress;
7706 if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
7707 return FALSE;
7709 if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
7711 if (dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
7712 blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
7713 else
7714 blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
7717 switch (blit_op)
7719 case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
7720 if (!context->d3d_info->shader_color_key)
7722 /* The conversion modifies the alpha channel so the color key might no longer match. */
7723 TRACE("Color keying not supported with converted textures.\n");
7724 return FALSE;
7726 case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
7727 case WINED3D_BLIT_OP_COLOR_BLIT:
7728 break;
7730 default:
7731 TRACE("Unsupported blit_op=%d\n", blit_op);
7732 return FALSE;
7735 decompress = (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
7736 && !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
7737 if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
7738 return FALSE;
7740 src_fixup = get_complex_fixup(src_format->color_fixup);
7741 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7743 TRACE("Checking support for fixup:\n");
7744 dump_color_fixup_desc(src_format->color_fixup);
7747 if (!is_identity_fixup(dst_format->color_fixup)
7748 && (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE))
7750 TRACE("Destination fixups are not supported\n");
7751 return FALSE;
7754 if (is_identity_fixup(src_format->color_fixup))
7756 TRACE("[OK]\n");
7757 return TRUE;
7760 /* We only support YUV conversions. */
7761 if (!is_complex_fixup(src_format->color_fixup))
7763 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
7765 WARN("Claiming fixup support because of ORM_BACKBUFFER.\n");
7766 return TRUE;
7769 TRACE("[FAILED]\n");
7770 return FALSE;
7773 switch(src_fixup)
7775 case COMPLEX_FIXUP_YUY2:
7776 case COMPLEX_FIXUP_UYVY:
7777 case COMPLEX_FIXUP_YV12:
7778 case COMPLEX_FIXUP_NV12:
7779 case COMPLEX_FIXUP_P8:
7780 TRACE("[OK]\n");
7781 return TRUE;
7783 default:
7784 FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7785 TRACE("[FAILED]\n");
7786 return FALSE;
7790 static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
7791 struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
7792 DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
7793 unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
7794 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter)
7796 struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
7797 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
7798 struct wined3d_device *device = dst_texture->resource.device;
7799 struct wined3d_texture *staging_texture = NULL;
7800 struct wined3d_arbfp_blitter *arbfp_blitter;
7801 struct wined3d_color_key alpha_test_key;
7802 struct wined3d_blitter *next;
7803 unsigned int src_level;
7804 RECT s, d;
7806 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
7807 "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n",
7808 blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
7809 wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
7810 wine_dbgstr_rect(dst_rect), color_key, debug_d3dtexturefiltertype(filter));
7812 if (!arbfp_blit_supported(op, context, &src_texture->resource, src_location,
7813 &dst_texture->resource, dst_location))
7815 if (!(next = blitter->next))
7817 ERR("No blitter to handle blit op %#x.\n", op);
7818 return dst_location;
7821 TRACE("Forwarding to blitter %p.\n", next);
7822 return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
7823 src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, color_key, filter);
7826 arbfp_blitter = CONTAINING_RECORD(blitter, struct wined3d_arbfp_blitter, blitter);
7828 if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
7830 struct wined3d_resource_desc desc;
7831 struct wined3d_box upload_box;
7832 HRESULT hr;
7834 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
7836 src_level = src_sub_resource_idx % src_texture->level_count;
7837 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
7838 desc.format = src_texture->resource.format->id;
7839 desc.multisample_type = src_texture->resource.multisample_type;
7840 desc.multisample_quality = src_texture->resource.multisample_quality;
7841 desc.usage = WINED3DUSAGE_PRIVATE;
7842 desc.bind_flags = 0;
7843 desc.access = WINED3D_RESOURCE_ACCESS_GPU;
7844 desc.width = wined3d_texture_get_level_width(src_texture, src_level);
7845 desc.height = wined3d_texture_get_level_height(src_texture, src_level);
7846 desc.depth = 1;
7847 desc.size = 0;
7849 if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
7850 NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
7852 ERR("Failed to create staging texture, hr %#x.\n", hr);
7853 return dst_location;
7856 wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
7857 wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
7858 src_texture, src_sub_resource_idx, &upload_box);
7860 src_texture = staging_texture;
7861 src_texture_gl = wined3d_texture_gl(src_texture);
7862 src_sub_resource_idx = 0;
7864 else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7865 && (src_texture->sub_resources[src_sub_resource_idx].locations
7866 & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE)) == WINED3D_LOCATION_DRAWABLE
7867 && !wined3d_resource_is_offscreen(&src_texture->resource))
7870 /* Without FBO blits transferring from the drawable to the texture is
7871 * expensive, because we have to flip the data in sysmem. Since we can
7872 * flip in the blitter, we don't actually need that flip anyway. So we
7873 * use the surface's texture as scratch texture, and flip the source
7874 * rectangle instead. */
7875 texture2d_load_fb_texture(src_texture_gl, src_sub_resource_idx, FALSE, context);
7877 s = *src_rect;
7878 src_level = src_sub_resource_idx % src_texture->level_count;
7879 s.top = wined3d_texture_get_level_height(src_texture, src_level) - s.top;
7880 s.bottom = wined3d_texture_get_level_height(src_texture, src_level) - s.bottom;
7881 src_rect = &s;
7883 else
7885 wined3d_texture_load(src_texture, context, FALSE);
7888 wined3d_context_gl_apply_ffp_blit_state(context_gl, device);
7890 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7892 d = *dst_rect;
7893 wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &d);
7894 dst_rect = &d;
7897 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
7899 GLenum buffer;
7901 if (dst_location == WINED3D_LOCATION_DRAWABLE)
7903 TRACE("Destination texture %p is onscreen.\n", dst_texture);
7904 buffer = wined3d_texture_get_gl_buffer(dst_texture);
7906 else
7908 TRACE("Destination texture %p is offscreen.\n", dst_texture);
7909 buffer = GL_COLOR_ATTACHMENT0;
7911 wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
7912 &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
7913 wined3d_context_gl_set_draw_buffer(context_gl, buffer);
7914 wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
7915 context_invalidate_state(context, STATE_FRAMEBUFFER);
7918 if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
7920 const struct wined3d_format *fmt = src_texture->resource.format;
7921 alpha_test_key.color_space_low_value = 0;
7922 alpha_test_key.color_space_high_value = ~(((1u << fmt->alpha_size) - 1) << fmt->alpha_offset);
7923 color_key = &alpha_test_key;
7926 arbfp_blit_set(arbfp_blitter, context_gl, src_texture_gl, src_sub_resource_idx, color_key);
7928 /* Draw a textured quad */
7929 wined3d_context_gl_draw_textured_quad(context_gl, src_texture_gl,
7930 src_sub_resource_idx, src_rect, dst_rect, filter);
7932 /* Leave the opengl state valid for blitting */
7933 arbfp_blit_unset(context->gl_info);
7935 if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture))
7936 context->gl_info->gl_ops.gl.p_glFlush();
7938 if (staging_texture)
7939 wined3d_texture_decref(staging_texture);
7941 return dst_location;
7944 static void arbfp_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
7945 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
7946 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil)
7948 struct wined3d_blitter *next;
7950 if ((next = blitter->next))
7951 next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
7952 clear_rects, draw_rect, flags, colour, depth, stencil);
7955 static const struct wined3d_blitter_ops arbfp_blitter_ops =
7957 arbfp_blitter_destroy,
7958 arbfp_blitter_clear,
7959 arbfp_blitter_blit,
7962 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device)
7964 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7965 struct wined3d_arbfp_blitter *blitter;
7967 if (device->shader_backend != &arb_program_shader_backend
7968 && device->shader_backend != &glsl_shader_backend)
7969 return;
7971 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7972 return;
7974 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
7975 return;
7977 if (!(blitter = heap_alloc(sizeof(*blitter))))
7979 ERR("Failed to allocate blitter.\n");
7980 return;
7983 TRACE("Created blitter %p.\n", blitter);
7985 blitter->blitter.ops = &arbfp_blitter_ops;
7986 blitter->blitter.next = *next;
7987 wine_rb_init(&blitter->shaders, arbfp_blit_type_compare);
7988 blitter->palette_texture = 0;
7989 *next = &blitter->blitter;